Gettysburg: Badges of Courage
Gettysburg: Badges of Courage Rulebook
Table of Contents
Table of Contents
- 1.0 Game Turns
- 2.0 Map
- 3.0 Units
- 4.0 Command
- 5.0 Fire Combat
- 6.0 Movement
- 7.0 Melee Combat
- 8.0 Supply
- 9.0 Scenarios
- 10.0 Cavalry Battle
- Order of Battle — USA: Day 2 / Day 3
- Order of Battle — CSA: Day 2 / Day 3
- Game Turn
- Unit Data
- Terrain Effects
- Index
1.0 Game Turns
Badges of Courage is played in Game Turns that simulate one hour of real time. Game Turns have two alternate Player Turns. The player taking a turn is known as the Friendly Player. The opponent is the Enemy player.
1.1 Initiative
To start each Game Turn, both players roll two six-sided dice (2d6). High total is Player 1 for this Game Turn. Re-roll ties.
1.2 Player 1 Turn
A Player Turn has five phases which must be played in the order given.
- Command Phase: Activate (turn face-up) as many HQ units as desired. HQs may move to an adjacent friendly hex and then activate. Friendly units within Command Range of an active leader are "under command."
- Fire Phase: Artillery, Infantry, & Cavalry units under command may fire at enemy units. Artillery fires one, two, or three hexes. Infantry and Cavalry must be adjacent to the enemy units.
- Move Phase: Units that did not Command or Fire above may now move. HQ command is not required for movement. Units can move any distance up to their movement limit, but must stop when they enter an enemy Zone of Control. Frontline units may move one hex into Melee, which does require Command.
- Melee Phase: Melees are resolved, one by one, in any sequence desired by the Friendly player. Each melee is resolved over 1–3 Rounds during which both players have options to fire or retreat. If the Attacker fails to win, he must Retreat during Round 3.
- Supply Phase: HQs may now be activated for Supply to rebuild units. DHQs supply same division units, CHQs supply same corps units, and AHQs supply any units.
1.3 Player 2 Turn
The other player now repeats the five phases above. When completed, advance the time one hour and determine Initiative for the next Game Turn.
Rulebook Organization
This rulebook is formatted so that the sidebar (right column) contains definitions, examples, design notes, and suggestions to help you understand and enjoy the game.
Game Scale. All units represent brigades, although the CSA called their Artillery units battalions. Each step is roughly 600 men, or 8 guns. Map scale is 400 meters (one quarter mile) per hex.
Fog of War. Fog of War is a great feature of all block games. Except in combat, the blocks stand upright, their label facing the owner. This promotes bluff and innovative strategies because players are never absolutely certain of the strength or identity of an enemy unit. Like all successful generals, you must be bold and decisive in an atmosphere of doubt and deception.
Random Initiative. Random initiative simulates the uncertainty of battle. The player moving second in a Game Turn may move first in the next Game Turn. Getting two turns in a row can upset the best of enemy plans.
Some players may prefer play with a fixed sequence of play, that is a CSA Turn followed by a USA Turn each hour.
Turn Marker. Use a spare block with a blank blue and butternut label on opposite sides. After determing initiative, place the block face-up with the correct color on the time track.
Turn Sequence. Unlike other block games, in Gettysburg fire combat preceeds movement.
2.0 Map
2.1 Hexes
The map is divided into hexes which govern the location and movement of blocks. Hexes are divided by hexsides which restrict movement and combat fire. Half hexes are fully playable.
2.2 Terrain
Movement, Combat, and Stacking can be affected by terrain. Some terrain, like Woods, can be both hex and hexside terrain; some, like Rivers or Slopes, are only hexside terrain.
In the terrain effects below, reference to Move means the number of Movement Points (MP) expended to cross a hexside (hex terrain is irrelevant). Stacking is the maximum number of units (per side) that may be located in a hex (hex terrain is relevant).
Terrain effects are summarized in the Terrain Data table (back cover). For examples of movement, see 6.0.
CLEAR represents fields of barley, corn, rye, wheat, and pasture. Move 2MP, Stacking 4.
WOODS are mostly light and relatively brush free. Move +1MP and Stacking 3. Defending units have double defense, meaning they lose one step for each two hits (5.24).
ORCHARDS are treated as woods except they do NOT provide double defense.
TOWN hexes (I6, I7, H6, H7, G5, & G6) are Move +1 and Stacking 3.
Map Note: hexsides J7/I7 and H7/G7 are not town hexsides.
FARMS are included only for historical interest. They have no game effect.
MARSH is Move +3, Stacking 2.
Devil's Den (S9) Stacking 2. Defending units have double defense (5.24). Move depends on hexside terrain.
Little Round Top (R7) although clear (recently logged) has Stacking 2. Move depends on hexside terrain.
ROADS negate all other terrain for Movement, but not for Combat. Move is 1MP (major) or 2MP (minor) per hexside.
Note: You may enter the Cemetery Hill hex on the Taneytown Road and leave by Baltimore Pike or vice-versa at a cost of +1 MP.
Railways are treated as Minor Roads whether built or unfinished.
Hexside Terrain
The following terrain types apply only to hexsides.
SLOPES are noted with brown irregular lines. A single line indicates "Ridge" (Move +1MP) and a double line indicates "Hill" (Move +3MP). Slope movement and combat penalties apply uphill only.
Note: some named hills such as Powers Hill and Bushman Hill are not hills in game terms.
Rivers & Streams are crossable. Move is +2MP (rivers) and +1MP (stream). Both are easier to cross at Bridges and Fords.
Bridges & Fords are treated the same. They change River and Stream terrain into Major or Minor Road, depending on the connecting road. Move is therefore 1 or 2. For example, moving over a river Bridge along a major road expends just 1MP.
2.3 Elevation
Elevation is mainly used for artillery Line of Sight (5.3). There are four elevations depicted on the mapboard:
- [ø] Base
- [1] Ridge: one slope
- [2] Hill: two slopes
- [3] Wooded Hill
Trees (woods and orchard) and town buildings count as a +1 Level. This means Gettysburg town hexsides are Level 1. Similarly, Culps Hill is Level 3.
2.4 Off-board Movement
If a unit retreats or moves offboard, it is disrupted for the remainder of that day. It returns to the field overnight as a Night Reinforcement on the nearest friendly or neutral road entry hex to the hex it exited.
Such units do not count against a player for Victory Points.
Note: after Day 3 there is no night turn - units that leave the map during Day 3 are gone from the battle. Similarly, if playing a one day scenario, units that move or retreat offboard do not return.
Sidebar: Hex vs Hexside Terrain
There are many hexes on the map where hex and hexside terrain differ. For example, the Peach Orchard and Pennsylvania College have clear hexsides around the terrain. This means to enter those hexes costs only 2MP (1 on a major road) and 2 more to exit.
But hex terrain does impact combat, stacking, and line of sight. The woods in the Pennsylvania College Hex provide Double Defense (5.24), while the Peach Orchard does not. Both hexes block line of sight (5.33).
3.0 Units
The blocks represent USA (blue) and CSA (gray) forces. Two sheets of die-cut labels are included. One label must be attached to each block. Lightly position each label, ensure it is straight, then press firmly.
3.1 Unit Data
3.11 Unit Strength
The current strength of a block is the number on the top edge when the block is standing upright. Strength determines how many six-sided dice (d6) are thrown for a block in combat. For a block at strength 4, roll 4d6 (four six-sided dice).
Blocks can have a maximum strength of 4, 3, 2, or 1. For each hit taken in combat, the block's current strength is reduced by rotating the block 90 degrees counter-clockwise.
3.12 Combat Ratings
Combat Rating is a letter (morale) and number (firepower) such as A1 or B2. Morale codes are Good (A), Average (B), and Poor (C) or (D). These have no effect on fire combat, but are important for Melee combat. Firepower is the maximum roll that scores a hit in both Fire and Melee.
Example: a block rated B1 scores a hit for each "1" rolled, and one rated B3 scores a hit for each 1, 2, or 3 rolled.
3.13 Movement Rating
Movement ratings are not shown on the block. They are given in the UNIT DATA table (sidebar).
3.2 Unit Types
3.21 Headquarters
HQs represent a commanding general, headquarters staff, and an escort guard of 50-100 men. They have Move 8, and cannot fire, except in Melee.
Exception: Cavalry HQs have Move 10.
3.22 Infantry
Blocks with a crossed rifle-musket symbol that represent a brigade of 600-2400 men. Infantry have Move 6.
3.23 Cavalry
Blocks with a crossed saber symbol. They represent a mounted brigade of 1200-2400. Cavalry have Move 10.
3.24 Artillery
Blocks with a crossed gun barrel symbol. They represent a brigade (USA) or batallion (CSA) of 12-24 guns. Artillery have Move 8, but off-road moves cost double. The firepowers given are for SHORT range (large number) and LONG range (small number). Artillery in Melee are subject to special penalties, see 7.4.
3.25 Horse Artillery
Artillery attached to Cavalry units. They function like artillery, except they have Move 10 and may (unlike other Artillery) attack into Melee.
3.3 Special Units
3.31 Berdan's Sharpshooters
Elite marksmen who wore dark green uniforms. Although nominally attached to Ward's brigade in Birney's Division (III Corps) the sharpshooters operated as an independent demi-brigade. This A3 unit can Fire or Melee without command, but they Melee at A1.
3.32 Lockwood's Brigade
A green brigade newly attached to the 12th Corps. Lockwood outranked other brigade commanders in the corps. Slocum did not want the inexperienced Lockwood to become a division commander, so the brigade was treated as a Corps Asset. Most Gettysburg games treat the brigade as "poor", but it actually fought well on Day 2. We rate it as B2.
Sidebar: Block Types
| Unit | USA | CSA |
|---|---|---|
| Leaders | 32 | 16 |
| Infantry | 52 | 37 |
| Cavalry | 8 | 7 |
| Artillery | 13 | 15 |
| Horse Artillery | 3 | 1 |
| TOTAL | 108 | 76 |
Sidebar: Unit Data
| Unit | Move | Combat |
|---|---|---|
| HQ | 8 | Melee Only |
| Infantry | 6 | Fire & Melee |
| Artillery | 8 | Fire & Melee |
| Cavalry | 10 | Fire & Melee |
| Horse Artillery | 10 | Fire & Melee |
Sidebar: Step Reduction
For each hit taken in combat, strength is reduced by rotating the block 90 degrees counter-clockwise. The diagram below shows the same unit at 3s, 2s, and 1s.
3s 2s 1s
Block face labels read: STRENGTH (3), FIREPOWER (A3), CORPS & DIVISION, BRIGADE. HQ blocks read: HQ NAME, STRENGTH (3), MELEE (A3), COMMAND RANGE & SUPPLY (2), CORPS & DIVISION.
4.0 Command
4.1 Command Phase
The first phase in a Game Turn is the Command Phase. Command is required for Combat, but not for Movement.
4.2 HQ Types
4.21 Divison HQ (DHQ)
DHQs have a Union or Confederate battle flag. The CSA player has nine DHQs and the USA has nineteen. DHQs command Combat and Supply for units of the same division.
4.22 Corps HQ (CHQ)
The CSA player has three CHQs and the USA has seven. CHQs Supply (not Fire) any units in their Corps, usually by adding steps to DHQs in range.
4.23 Army HQ (AHQ)
Both sides have one AHQ. They can Supply (not Fire) any unit, most efficiently by adding steps to CHQs. AHQs require Night Supply to be rebuilt.
4.24 Artillery HQs
Each side has one Artillery CHQ that can Fire or Supply any artillery within command range, except Horse Artillery. Artillery HQs are supplied by the AHQ.
4.25 Cavalry HQs
Each side has one Cavalry CHQ to command cavalry and horse artillery. The USA Player also has three cavalry DHQs which function normally within their own divisions. Cavalry CHQs are supplied by the AHQ.
4.3 HQ Activation
In the Command Phase, the active player may activate (turn face-up) as many DHQ units as desired. DHQs can deploy to an adjacent Friendly hex before they activate, but they cannot overstack. Units of the corresponding division within Command Range of an activated DHQ are "under command."
After the Melee Phase ends, each active HQ is reduced one (1) step. HQs may now be activated for Supply at the cost of one step. See 8.0.
An HQ at strength zero (ø) cannot be activated, but can be increased by Supply.
4.4 Corps Assets
Both sides have "corps assets", mostly artillery, which are attached at a corps level. These units have the same corps symbol as the CHQ. Corps Assets are fired by any active DHQ of the same corps in Command Range. They can only be built by CHQs or AHQs directly.
4.5 Command Range
All HQs have a fixed Command Range shown on their bottom right corner. Command Range can be traced through Friendly or Neutral hexes, but not through Enemy hexes. (See: 6.6).
4.6 Command Seniority
Early in the game, before Lee or Meade enter play, the senior CHQ on the field functions as temporary AHQ, perhaps only until a more senior officer appears. Temporary AHQs have the same powers as the AHQ, except they use their own Command and Supply ratings.
Command seniority is noted in the sidebar (Fig. 1). Also see Hancock option.
4.61 HQ Elimination
HQs are eliminated in combat like any other unit. The next senior officer (on the field) assumes command.
A fallen DHQ is rebuilt (no cost) at zero strength at the location of its CHQ (or current AHQ if CHQ is not on the field) in the next friendly Supply Phase. The enemy player receives a "Fallen" leader block to record the Victory Point.
A fallen CHQ is not replaced. The senior DHQ functions as CHQ (see sidebar). Such "promoted" DHQs can command troops of their own division (only) to Fire/Melee and Supply any units in the Corps. They can only be resupplied themselves by the AHQ.
A fallen AHQ is not replaced. Instead, the senior CHQ (on the field) now functions as AHQ, and the senior DHQ becomes CHQ.
Sidebar: Command Seniority
| USA | CSA | |
|---|---|---|
| AHQ Meade | AHQ Lee | |
| 1. | Slocum (XII) / Williams | Longstreet (I) / McLaws |
| 2. | Sedgewick (VI) / Newton | Ewell (II) / Early |
| 3. | Reynolds (I) / Doubleday | Hill (III) / Anderson |
| 4. | Howard (XI) / Schurz | Stuart (cavalry) / Hampton |
| 5. | Hancock (II) / Gibbon | |
| 6. | Sickles (III) / Birney | |
| 7. | Sykes (V) / Ayres | |
| 8. | Pleasanton (cavalry) / Buford |
CHQs are listed by seniority. A fallen CHQ is replaced by the senior DHQ (italics) of that corps. That is, DHQ Williams succeeds CHQ Slocum.
Sidebar: The Hancock Option
Reynolds commanded all USA forces at Gettysburg until he was killed by a sharpshooter around 10:30am on Day 1. Howard became "army commander" until Hancock, sent by Meade on learning of Reynold's death, arrived on the field around 4PM. Hancock was junior to Howard, but had the confidence of Meade. General Slocum appeared around 6PM with his 12th Corps and Hancock departed soon after leaving Slocum in command. Army commander Meade did not appear on the field until 3am next day. Hence, on Day 1, the Union army was commanded by Reynolds, Howard, Hancock, and finally Slocum.
The USA player has the option to send Hancock to replace any fallen CHQ. Hancock arrives (Taneytown Road) four (4) hours later and functions as replacement CHQ (perhaps AHQ) until Meade arrives.
Sidebar: USA Reserve Artillery
USA Reserve (R) artillery are commanded by Hunt, who can Fire and Supply any USA artillery, except Horse Artillery. Reserve Artillery can also be fired by any Union DHQ.
Sidebar: CSA Artillery HQ
The official commander of the CSA artillery was Pendleton. He was a good administrator but poor "war chief". With everyone's agreement, the fighting role devolved to Alexander, the senior artillery commander of Longstreet's I Corps. The Alexander HQ may Fire and Supply all CSA artillery, except Horse Artillery. Alexander is supplied by Lee, not Longstreet.
5.0 Fire Combat
5.1 Fire Phase
The Fire Phase follows the Command Phase. Only blocks within Command Range of an active DHQ are eligible to fire. All Combat HQs must be activated before any firing begins. HQs themselves cannot fire (but see 7.5).
Cavalry and Infantry units can Fire only when they are adjacent to target units. Artillery have ranged fire up to three (3) hexes. See 5.3.
5.2 Firing Units
To fire, reveal your unit and roll as many dice as a block's current Strength. A hit is scored for each roll equal to or lower than the block's Firepower Rating.
Example: To fire an Infantry 3, roll 3 dice. If firepower is B2, score hits on rolls of "1" or "2". Other numbers are misses.
5.21 Fire Limit
Infantry, Cavalry & Artillery fire (short and long range) is limited to one unit per turn across each hexside (of the firing unit's hex) regardless of terrain.
5.22 Terrain Effects
Some terrain types have a Fire penalty that reduces firepower. Hence firing through a Woods hexside is −1 (B2=B1). Terrain penalties are cumulative and can result in firepower 0 (no roll). Hence, Woods+River is −2 (A3=A1). See the Terrain Effects chart on the back page for penalties.
5.23 Hit Allocation
Enemy blocks cannot be targeted individually. Each hit is applied to the strongest enemy block in the targeted hex. When two or more blocks share the highest Strength, the owner chooses which to reduce. Units taking hits from Fire Combat do not have to be revealed.
Note: Combat is not simultaneous. All hits are applied immediately.
5.24 Double Defense (D2)
Some hexes (not hexsides) give D2 to defending units. This means that two hits are required to lose one step. Each hit is treated as a half-hit and the next hit must be taken on the same unit.
Half-hits do not carry forward from Fire combat to Melee (7.0) combat. Units recover from a half-hit at the end of the Fire Phase.
Double Defense is ignored in Melee combat. Both sides have D1 (normal).
5.3 Artillery Fire
5.31 Artillery Range
Artillery may fire up to three (3) hexes, subject to command, one unit per hexside, and a clear Line of Sight (5.33).
A Cone of Fire (see diagram 1) defines the only seven possible target hexes when firing through a particular hexside.
Short Range is one hex; Long Range is two or three hexes. Two firepowers are given, the larger for Short Range, the smaller (superscript) for Long Range. That is, an artillery rated A3¹ has A3 at Short Range and A1 at Long Range.
Fire penalties for terrain hexsides do apply for Short Range artillery fire.
Fire penalties for terrain hexsides are ignored for Long Range artillery fire.
Important: Artillery units must be revealed when they enter an enemy ZOC or frontline hex, and remain face-up until they leave all frontline hexes or ZOCs. This applies to both sides, but units are revealed only after all movement is complete for that turn. A revealed Artillery unit may be targeted by any units that can fire (not melee) at it during their turn. All hits are applied to the targeted Artillery unit only (excess hits are wasted).
5.32 Repulse Hits
Long Range fire cannot directly eliminate enemy units. Instead, when a unit would normally take its last hit, it is repulsed, meaning it must retreat into an adjacent Friendly hex. If no such hex exists, or the only available Friendly hex is fully stacked, then a repulsed unit is eliminated.
5.33 Line of Sight (LOS)
With Long Range fire (only), blocking terrain must be taken into consideration. Blocking terrain is defined as higher land, or Woods and Town hexsides. Farms, Streams, Rivers, Marshes, and Roads are NOT Blocking terrain. Friendly and enemy units are not Blocking terrain.
When the firing and target units are at the same level, a LOS exists unless higher Blocking terrain intervenes.
When the firing and target units are at different elevations, a higher target must be closer (or equidistant) to the Blocking terrain to have LOS, but a lower target must be further (or equidistant) from the Blocking terrain to have LOS.
Sidebar: Double Defense
The effect of D2 is more substantial than merely "double". If a defending unit receives just a half-hit, it is recovered after the Fire Phase ends.
D2 does not apply in Melee because woods and rocks are a mixed blessing for the Defender. They offer protection, but they also allow the Attacker to approach with cover. The epic struggle between the 15th Alabama and 20th Maine for Little Round Top illustrates the point. The CSA regiment, under cover of the trees, suddenly appeared and charged from just 100 yards from the USA Line.
Sidebar: Elevation & LOS
When determining elevation, use only the terrain applicable to the LOS. For example, Blocher Knoll (D5) is not +1 elevation for fire through its two non-Ridge hexsides. In general, a LOS exists when:
- Target is adjacent.
- Target is same elevation and all Blocking terrain is lower.
- Target is higher & closer (or equidistant) to Blocking terrain.
- Target is lower & further (or equidistant) from Blocking terrain.
Sidebar: Line of Sight (Diagram 1)
The seven possible targets for an artillery unit firing though the Q10/S10 hexside are shown below. White arrows indicate no LOS.
R11 is close range fire. LOS does not apply.
R12 is same level with no blocking terrain.
S12 and T12 are same level, but have Double Defense for Woods.
S11 is lower with no blocking terrain.
S13 and T13 are lower with blocking terrain. These hexes cannot be targeted from Q10.
The diagram shows the firing hex Q10 with the target hexes arranged: front hex R11 and S11 on the next ring, R12, S12, T12 on the ring beyond, and S13, T13 furthest.
Sidebar: Path of Fire
To help determine blocking terrain, first trace into the adjacent front hex, and then choose a pathway as shown below to the target. A LOS exists if a path can be traced through non-blocking terrain. This method clarifies, for example, that S11 is not hidden by the orchard to its northeast.
6.0 Movement
6.1 Move Phase
The Move Phase follows the Fire Phase. During each Move Phase, the active player may move as many or as few of his units as desired, except units that participated in the Command or Fire Phase cannot move. The enemy player cannot move during your Move Phase.
6.2 Stacking
Stacking is the maximum number of blocks that can occupy a hex. It varies by terrain. Stacking Limits are noted on the Terrain Data Table (back page).
Stacking Limits apply to all units, including HQs. Stacking Limits apply at the end of each phase. Overstacked units are eliminated.
During a Melee, the Attacker has the same Stacking Limit as the Defender. That is, three (3) units can attack into a Woods hex for Melee.
6.3 Movement Points (MP)
All units have a Movement Allowance as noted on the Unit Data Table (back cover). This allowance is the maximum number of MPs available in one Move Phase. Units expend MPs according to the hexside crossed (hex terrain is irrelevant) and cannot exceed their allowance. Units may move less, but cannot save MPs.
6.4 Terrain & Movement
Move points are expended depending on the hexside crossed. A unit expends 2MP to cross a Clear hexside. Hence, a unit with 6MP can move through three (3) Clear hexsides.
Except as noted under Road Movement, every hexside crossed expends at least 2MP. Crossing a hexside that contains other terrain expends the sum of their respective MPs. Examples are given in sidebar. A unit can always move one hex regardless of terrain.
6.5 Road Movement
There are two classes of road, Major (thick line) and Minor (thin line). Major roads cost 1MP per hexside and minor roads cost 2MP. Road movement negates all terrain penalties for movement. For example, an infantry unit can move up to six hexes along a Major road regardless of terrain.
6.6 Hex Control
Hex control is determined by the position of units at the start of a Player Turn. Hex control is important for HQ Deployment, Command Range, Melee Retreats, Repulse Hits, and control of Victory hexes.
6.61 Zones of Control (ZOCs)
Units exert a Zone of Control (ZOC) into all adjacent hexes that are vacant. All hexes are either Friendly, Enemy, or Neutral.
Friendly: hexes occupied by friendly unit(s) or vacant hexes that are adjacent and uncontested.
Neutral: vacant hexes, except those which are Friendly or Enemy. A vacant hex into which both sides exert a ZOC is also Neutral.
Enemy: hexes friendly to the Enemy.
ZOCs do not extend into enemy occupied hexes.
Units must stop when they ENTER an enemy ZOC, or when they move from one enemy ZOC to another.
Hex control changes only at the end of the current Player Turn. A hex that seems Neutral or Friendly, may in fact still be an Enemy hex until the turn ends.
6.62 Frontline Hexes
All hexes adjacent to Enemy units are Frontline hexes. Every hexside of a Frontline hex has a Move Limit of two units. This can be two units in, or two units out, or one unit in and one out. All units that move into or within Frontline hexes must stop.
6.7 Entry Roads
Timed reinforcements enter play during the Move Phase. Units enter on their named road and/or on adjacent entry roads. Reinforcements may be divided between possible entry roads, but division integrity must be kept. The map edge hex is counted as the first hex for movement. If the entry road is minor 2MP are consumed upon entry.
The moving player may deploy in adjacent hexes, and may also deploy one or two units per occupied mapedge hex and conduct a normal Melee Attack. This special case does not require Command. The Attacker can retreat off-board (2.4).
Frontline hexside limits (6.62) do not apply to mapedge hexes, but units must still stop entering an enemy ZOC.
Sidebar: Movement Examples
- Clear: 2MP (base move)
- Woods: +1 = 3MP
- Stream: +1 = 3MP
- River: +2 = 4MP
- Marsh +3 = 5MP
- Ridge: +1 = 3MP
- Hill: +3 = 5MP
- Woods+Stream: = 4MP
- Woods+River: = 5MP
- Woods+Ridge: = 4MP
- Woods+Hill: = 6MP
- Woods+River+Hill = 8MP
Regardless of terrain, Major roads have a base movement of 1MP; Minor roads have a base movement of 2MP. Fords and Bridges are a continuation of their connecting roads. They do not cost extra for Movement.
Hill and Ridge movement penalties apply to uphill movement only.
Sidebar: Frontline Hexes
Frontline Hexes are similar to ZOCs except they also include Friendly occupied hexes.
Move Limits apply to movement into, within, or out of any Frontline hex. The limits simulate the difficulty of engaging and disengaging large bodies of men when close to the enemy.
Sidebar: Entry Roads
The map shows the symbol for entry roads. Other roads entering the map are not valid entry roads.
Sidebar: Column & Line (Optional)
Civil War tactics required infantry to fight in line and march in column. Players can assume that units are always in Line unless they are marked (turn face-down) to identify them in Column. The effects are:
- Units change from one formation to the other during the Move Phase at a cost of 50% of their Move. Units require 100% of their Move to change Formation in a Frontline hex.
- Only units in Column can use Road Movement; units in Line cannot.
- Units in Column have a Stacking Limit of 1 regardless of terrain. Units in Column cannot enter any hex containing other friendly units, nor can units in Line enter a hex containing units in Column.
- Units in Column cannot Fire. In Melee, they can retreat normally, or change to Line in the first Melee Round.
- Units enter the map in Column or Line at owner choice.
7.0 Melee Combat
7.1 Melee Phase
Frontline units can, instead of firing, attack into an adjacent enemy-occupied hex during the Move Phase. Command is required to make this attack, except as noted in 7.8.
A Melee is limited to one unit per hexside, but a hexside already used for Fire Combat can be used again for Melee. A Melee cannot exceed the stacking limit of the enemy hex, but this limit applies to both players. See: 6.2.
Melees are resolved, hex by hex, in any sequence desired by the Friendly player, but only after all Movement is completed. All units are revealed in Melee.
7.2 Melee Rounds
Melees are resolved over one (1) to three (3) Rounds. Each unit has one Combat Turn per Melee Round. In its Combat Turn, a unit may either Melee or Retreat. The sequence of Combat Turns depends on combat ratings. All "A" blocks go before all "B" blocks, which go before all "C" blocks, which go before "D" blocks. Defending "A" blocks go before Attacking "A" blocks, and so on.
To Melee, roll as many dice as a block's current Strength. A hit is scored for each roll equal to or lower than the block's Firepower Rating.
Example: To Melee an Infantry 3, roll 3 dice. If firepower is B2, score hits on rolls of "1" or "2". Other numbers are misses.
After Melee Round 1 has been completed repeat the sequence for Melee Round 2 as necessary. Unless the Attacker wins the hex, his units must retreat (7.7) during Round 3. That is, Attacking units cannot Melee in Round 3; they must Retreat, but defending units can Melee as long as there is an enemy unit in the hex.
7.3 Melee Terrain
Roads can never be used to enter a Melee. Use non-road terrain to determine terrain effects.
Melee penalties (see Terrain Effects chart) are determined by the hexside crossed into combat. The penalties only affect the attacker during the first round of the melee. Hence, crossing Woods+Ridge is −2 (A3=A1). These penalties are cumulative and may result in firepower 0.
Double Defense (D2) does not apply in Melee.
7.4 Artillery in Melee
Artillery cannot attack into a Melee. They defend normally at A3 or B3 firepower in Round 1, but are reduced to A1 or B1 for later rounds.
Horse Artillery are permitted to attack into Melee, but they too have reduced firepower after Round 1.
7.5 HQs in Melee
HQs cannot attack into Melee. HQs may defend in Melee Combat like any other unit according to their current strength and firepower. Because they have a zero (ø) step, HQs always take the last hit.
7.6 Cavalry in Melee
For Round 1 only, Cavalry firepower is -1 (A2=A1) if they ATTACK into a melee, and +1 (A2=A3) DEFENDING in a melee.
7.7 Melee Retreats
Attacking units must always retreat to the adjacent hex(es) they attacked from. Defending units must retreat to an adjacent Friendly hex, if available, or to a Neutral hex otherwise. Units can never retreat to an Enemy hex, or to another unresolved Melee hex. A maximum of one (1) unit can retreat per hexside each melee round.
Retreating off-board is permitted (see 2.4).
7.8 Unsupported Melee
Players have the option during the Move Phase to start an Unsupported Melee. This does not require HQ Command, but is restricted to one (1) unit per melee hex, for two rounds, in which the Attacker must retreat in Round 2.
Unsupported Combat may not be used to support normal Melee combat. Like other melees, the results are not determined until all movement is complete.
7.9 Regrouping
Units that win a melee can regroup, meaning they may immediately retreat to adjacent friendly hexes, and/or the victory hex can be reinforced by friendly units from adjacent hexes. Units cannot regroup into enemy or neutral hexes.
The melee hexside limit of 1 unit per hexside applies to both directions. That is, if a unit reinforces into the hex, another unit that was already in the hex cannot retreat via that same hexside.
Sidebar: Melee Combat Example
The USA defends a Clear hex with three units: B3 Infantry, C2 Infantry, and A3 Artillery. The CSA melee with two units: A3 Infantry (via Woods hexside) and B2 Infantry (via Clear hexside). The sequence of Combat Turns in the three Melee Rounds would be:
| Round 1 | Round 2 | Round 3 | |
|---|---|---|---|
| USA A3 Arty ¹ | USA A1 Arty ² | USA A1 Arty | |
| CSA A3 Inf ¹ | CSA A3 Inf | ³ CSA A3 Inf | |
| USA B3 Inf | USA B3 Inf | USA B3 Inf | |
| CSA B2 Inf | CSA B2 Inf | ³ CSA B2 Inf | |
| USA C2 Inf | USA C2 Inf | USA C2 Inf |
- Fights as A2 in Round 1 because the hexside crossed was wooded.
- Fights as A1 in Rounds 2 and 3.
- Must Retreat instead of firing during Round 3.
Sidebar: Melee Retreats
Hex control does not change until the end of the current Player Turn. A hex that is now occupied by a Friendly unit may still be under enemy control at the instant of retreat.
Sidebar: Supply Phase
This phase simulates a complex variety of battle effects, such as restocks of ammo, the benefits of resting troops, rallying disorganized troops, and gathering stragglers.
Sidebar: Supply Example
Meade activates for Supply at Strength 1. He has a Command Range and Supply Value of 3. Two SPs are expended to raise Hancock (CHQ) and Slocum (CHQ) by one step each. The third SP is used to raise Gibbon (DHQ) directly since that division is under severe pressure and time is the enemy. Meade is now reduced by one step to Strength ø ending the Supply Phase. He cannot be activated again this day, but can be resupplied with Night Supply.
Sidebar: Melee Round 3
If a CSA B unit initiates a melee with a USA A unit, but fails to eliminate the USA unit in rounds 1 or 2, the CSA unit must retreat in round 3 but not until after the USA unit Melee.
If, however, it was a CSA A unit that initiated the melee with a USA B unit, the CSA unit retreats in round 3 before the USA unit can Melee.
8.0 Supply
8.1 Supply Phase
First turn all units upright (except Artillery in frontline hexes), and then activate HQs for Supply as desired. HQs may deploy to an adjacent friendly hex and then activate for Supply. Activation costs 1 step on that HQ. The same HQ may be activated in both the Command and Supply Phases of the same turn; each activation costs 1 step.
8.2 Supply Points (SP)
Every HQ has a Supply value noted in its lower right corner. This is the same number as Command Range. These points are available to supply units of the same military group as follows.
DHQs may supply any units of the same division.
CHQs may supply any units of the same Corps. Only a CHQ (or AHQ) can add steps to a DHQ.
AHQs may supply any units. Only an AHQ can add steps to a CHQ. Only Night Supply (9.73) can rebuild AHQs.
8.3 Build-up
Supply Points (SP) build-up weakened units. HQs may expend supply in the Fire Phase and receive supply in the Supply Phase of the same turn. Units may never receive multiple steps of supply in the same Supply Phase.
Each SP can increase one (1) unit (regardless of type) by one (1) step, subject to the following:
Command Range: the unit must be within Command Range of the HQ. Command Range cannot be traced through Enemy hexes.
Frontline Hexes: units located in Frontline hexes cost 2SP per step to supply. Units located elsewhere cost 1SP per step.
Ineligible HQs: All HQs currently active for Supply cannot receive Supply in the same Supply Phase. That is, a CHQ activated for Supply cannot be built-up by an activated AHQ in the same Supply Phase.
8.4 Night Supply
During the Supply Phase of a Night Turn, each player receives supply points:
CSA 12SP
USA 16SP
Unlike normal supply, multiple steps may be added to units for Night Supply. Each step costs 2SP in Frontline hexes, and 1SP elsewhere.
Command Range is not a factor in Night Supply. However, to receive Supply, USA units must trace a Supply Line to the Baltimore Pike entry hex (L10), and CSA units must trace a Supply Line to the Cashtown Pike entry hex (H14). A Supply Line is any path of hexes which does not pass through an Enemy hex(es).
Sidebar: Night Supply
Providing supply in the rear is much easier than in the front. If possible, it is generally wise to disengage at night.
Remember that a supply line cannot be traced through enemy hexes. This is really the same as day supply, which requires Command Range, which cannot be traced through enemy hexes.
9.0 Scenarios
9.1 Victory Points (VPs)
Victory Points are scored for holding certain hexes on the mapboard, and for destroying enemy units. When the final hour of each day is played, the CSA player totals his VP.
| 10+ | CSA Victory |
| 0-9 | Draw |
| <0 | USA Victory |
9.11 Victory Hexes
Victory locations have a large Orange number and are listed in the sidebar. Only the CSA player counts terrain points; the USA gains no points for holding terrain.
Only Victory hexes Friendly to the CSA are counted. Neutral and USA controlled hexes are ignored.
9.12 Shattered Units
1VP is also scored per shattered (eliminated) enemy unit. Both players count the number of eliminated enemy units. The USA total is subtracted from the CSA total (result may be negative). Add this number to the CSA terrain score.
Example: CSA holds Seminary Ridge (1VP), Gettysburg (2VP), and Benner Hill (1VP) for a total of 4VP. The CSA has lost three (3) units and the USA has lost eight (8) units, a difference of +5 for the CSA. Final CSA score is thus 4+5 = 9VP. This is a Draw.
9.2 The First Day
Set up units on Day 1 OB. Deploy 8AM units in the locations and strengths given. You must deploy in the stated hex up to maximum stacking, then deploy additional units in adjacent hexes.
USA Player deploys first, then the CSA player deploys. CSA has initiative for first turn. The scenario ends after the 8PM turn.
9.3 The Second Day
Set up units for Sickles Folly. Start at 4PM, and end after Night Turn. CSA have initiative in first turn.
9.4 The Third Day
Set up units for pickett's Charge. Start at 1PM, and end after Night Turn. CSA have initiative in first turn.
9.5 Badges of Courage
The entire three day battle. Use Day 1 and Day 2 OB cards. Play Day 1 as normal. Conduct a Night Turn, and then continue with Day 2 starting at 8AM with an initiative die-roll. If necessary, conduct a second Night Turn and play Day 3.
After each day, determine VPs normally. If the result is a draw, the fight continues into the next day. If neither side wins by the end of Day 3, the game ends as a draw.
Clarification: The Longstreet Day 2 option on the Order of Battle Card does not include Pickett's Division.
9.6 Free Deployment
Players may vary historical deployments. The best method is to allow deployed units to be exchanged, always keeping the same number of units in each location. This avoids problems relating to ZOCs.
9.7 Night Turns
This special turn separates two days of battle. Determine Initiative normally.
9.71 Night Combat
Combat is prohibited.
9.72 Night Movement
Units are permitted one normal Move, except they cannot enter any hex adjacent to an enemy unit.
Units can move out of frontline hexes but movement into/between frontline hexes is prohibited at night.
9.73 Night Supply
Both players now receive Night Supply. See 8.4.
9.74 Night Reinforcements
Night reinforcements (Union II Corps) start in the entry hexes of the Taneytown, Emmitsburg, or Littletown roads and can move as far as desired along those roads up to hex I6. All rules of night movement must be obeyed.
Sidebar: Victory Hexes
Terrain victory points are awarded for certain locations. The CSA player must occupy or control (friendly ZOC) these hexes to score the VPs. The points are more a reflection of the road they dominate than the terrain object itself.
- 1VP Seminary Ridge
- 2VP Gettysburg
- 1VP Benner Hill
- 2VP Culps Hill
- 2VP Cemetery Hill
- 3VP Powers Hill
- 2VP Little Round Top
- 1VP Big Round Top
- 1VP Peach Orchard
-
- 15VP
Sidebar: Shattered Brigades
No brigades were actually eliminated at Gettysburg. Some like the Iron Brigade took 60% casualties, and others had 50% losses, which effectively removed them from the battle. Units eliminated in game play are "shattered brigades".
Sidebar: Day 1 Victory
The most likely result of playing Day 1 is a draw. This is intended to encourage games to be continued into Day 2. However, when using Day 1 as a stand alone scenario, modify VPs as follows:
| CSA VPs 4 or less | USA Victory |
| CSA VPs 5-9 | Draw |
| CSA VPs 10+ | CSA Victory |
10.0 Cavalry Battle
These optional rules simulate the (offboard) Gettysburg cavalry battle.
- Keep all cavalry units offboard, except for Jenkins (CSA). Merritt of Buford's division (USA) is temporarily attached to Kilpatrick's division.
- On Day 3, Gregg's division enters the map along the Hanover Road at 3PM. Kilpatrick's division enters the map along the Emmitsburg Road at 3PM.
- Several cavalry brigades included in the game were not at the historical battle. Players roll a die for each absent brigade to determine if it becomes available. That is, a roll of 5 or 6 adds Huey's brigade to Gregg's division, otherwise it does not arrive.
| USA: | 5+ Huey |
| CSA: | 6+ Imboden |
| 5+ Robertson | |
| 5+ Jones |
Note: if Huey fails to arrive, the USA may transfer Custer from Kilpatrick's to Gregg's division.
- Stuart opposes the Gregg and Kilpatrick divisions by allocating brigades to one or both potential battles. Each cavalry battle is then fought as a special three (3) round Melee (3PM Melee Phase) with the USA on defense. Artillery fire in the melee normally. HQ Command is NOT required, but HQs fire in the melee normally. A battle is won if the enemy is eliminated or retreats. There is no mandatory retreat after three rounds of melee. If neither side wins, that battle is stalemated. Eliminated units count for VPs as normal.
- A CSA victory against Gregg allows surviving CSA cavalry to appear on the Baltimore Pike at 4PM. A USA victory allows surviving Gregg cavalry units to appear on the Hanover Road at 4PM.
- A CSA victory against Kilpatrick allows surviving CSA units to appear on the Emmitsburg Road at 4PM. A USA victory allows surviving Kilpatrick cavalry units to appear on the Emmittsburg Road at 4PM.
- If a battle stalemates neither side can enter the map with those units.
Note: Players can use the optional adjacent roads for entry as normal. Units winning a cavalry battle are not obliged to enter the map if the winner feels these forces are too beat-up to risk it.
Sidebar: Cavalry Battle
The role of cavalry in the Civil War was primarily that of scouts and flank guards, a crucial role in the days before air and radio intelligence.
Buford provided excellent left flank protection for the Army of the Potomac, a role he could never have performed so well if JEB Stuart had been leading and screening the Confederate advance. Instead, Stuart was riding around the Union army to the east, absent until the end of Day 2. Lee stumbled into Gettysburg, largely unaware of the nearness and looming concentration of Meade's army.
The smaller Army of Northern Virginia won battle after battle either by holding a strong defensive position or by brilliant flank maneuvers based on superior intelligence of enemy location. Neither condition applied at Gettysburg.
JEB Stuart's Day 3 orders were to ride east and south to attack the Union rear. This was intended to cause panic and rout after a breakthrough by Lee's infantry on Cemetery Ridge. Stuart's ride was opposed by Gregg's division, causing a cavalry battle three miles offboard to the east which ended with a stalemate. At the same time, Kilpatrick's division, unopposed, attacked the Confederate right. They were repulsed after a hasty charge by Farnsworth against Robertson's Texas brigade.
Order of Battle — USA: Day 2 / Day 3
Sickles' Folly — Day 2, 4PM, CSA is Player 1
L4: Meade 2, Hunt 2, Pleasanton 1.
M4: Ransom 3, Taft 2, Huntington 3, Fitzhugh 3.
I Corps
- K4: Robinson 1, Paul 2, Baxter 2.
- L5: Doubleday 1 (CHQ)*, Stannard 4, Rowley 2, Stone 2.
- J5: Wadsworth 1, Wainwright 2, Cutler 2.
II Corps
- M5: Hancock 3, Hazard 3, Zook 2.
- L6: Hays 2, Carroll 2, Smyth 3, Willard 3.
- M6: Gibbon 2, Harrow 3, Webb 3, Hall 2.
- N6: Caldwell 2, Cross 2, Kelly 1, Brooke 2.
III Corps
- P9: Sickles 2, Humphreys 2, Brewster 4.
- O9: Carr 4.
- P10: Burling 3.
- Q9: Birney 2, De Trobriand 3, McGilvery 3.
- Q10: Graham 3, Randolph 3.
- R9: Ward 3.
- T9: Berdan 2.
V Corps
- L3: Sykes 2, Martin 3.
- M3: Ayres 2, Burbank 2, Day 3, Weed 3.
- M2: Crawford 2, Fisher 3, McCandless 3.
- L2: Barnes 1, Tilton 2, Sweitzer 3, Vincent 3.
VI Corps
- L1: Baltimore Pike arrival beginning at 5PM.
XI Corps
- K6: Howard 1, Schurz 1, Schimmelfennig 1, Krzyzanowski 1.
- K5: Steinwehr 1, Smith 2.
- J6: Barlow 1, Osborn 2, von Gilsa 1, Ames 1.
XII Corps
- L3: Slocum 2.
- K3: Muhlenburg 2, Lockwood 4.
- J4: Williams 2, McDougall 3, Kane 2.
- J3: Ruger 3.
- I4: Geary 2, Candy 3, Greene 3.
Shattered Units (CSA VPs): Reynolds, Meredith, Coster.
Buford and the three blocks in his division are not part of the Day 2 or Day 3 scenarios. They spent the night of July 1 near the Peach Orchard and were then sent south off-map to recover. In the campaign game players choose whether to keep them on the field or not (see 2.4).
*DHQ Doubleday is also the CHQ of I Corps. He can command units in his own division (only) to fire and can Supply any units in I Corps. The limited supply capacity of a DHQ in this role is crippling to the Corps.
Pickett's Charge — Day 3, 1PM, CSA is Player 1
L5: Meade 1, Pleasanton 0.
N5: Ransom 3, Taft 2, Huntington 3, Fitzhugh 3.
M4: Hunt 2, McGilvrey 1.
I Corps
- L4: Robinson 1, Paul 2, Baxter 2.
- M6: Doubleday 1 (CHQ)**, Stannard 4, Rowley 2, Stone 2.
- J5: Wadsworth 1, Wainwright 2, Cutler 2.
II Corps
- M5: Hancock 3, Hazard 3, Kelly 1.
- K6: Hays 2, Carroll 2, Smyth 3, Willard 3.
- L6: Gibbon 2, Harrow 3, Webb 3, Hall 1.
- N6: Caldwell 1, Cross 1, Brooke 1, Zook 2.
III Corps
- O6: Brewster 2, Carr 2, Burling 2.
- P6: De Trobriand 1, Graham 1, Randolph 2.
- O5: Birney 1 (CHQ)**, Humphreys 1, Ward 2, Berdan 1.
V Corps
- R7: Sykes 1, Martin 2.
- Q7: Crawford 1, Fisher 2, McCandless 2.
- S8: Ayres 1, Burbank 1, Day 2.
- T8: Weed 2.
- P7: Barnes 1, Tilton 2, Sweitzer 2, Vincent 2.
VI Corps
- Q5: Sedgewick 2, Tomkins-1 3, Tomkins-2 3.
- P5: Wright 2, Torbert 2, Bartlett 3, Russell 3.
- Q6: Newton 2, Shaler 4, Eustis 3, Wheaton 3.
- S6: Howe 1, Grant 4, Neill 4.
XI Corps
- K5: Howard 1, Steinwehr 1, Smith 2.
- K4: Schurz 1, Krzyzanowski 1.
- J6: Barlow 1, Osborn 2, von Gilsa 1, Ames 1.
XII Corps
- L3: Slocum 1, Lockwood 2.
- K3: Williams 1, Muhlenburg 2, McDougall 2, Ruger 2.
- J4: Geary 1, Candy 2.
- I4: Kane 2, Greene 2.
Cavalry Corps
2PM: Deploy for Cavalry Battles (10.0).
Shattered Units (CSA VPs): Reynolds, Sickles, Meredith, Coster, Schimmelfennig.
** DHQ Doubleday is also I Corps CHQ.
DHQ Birney is also III Corps CHQ.
Order of Battle — CSA: Day 2 / Day 3
Sickles' Folly — Day 2, 4PM, CSA is Player 1
M11: Lee 3.
I Corps
- R12: Longstreet 2, McLaws 2, Alexander 2, Alexander 3.
- Q12: Barksdale 3, Wofford 3, Eshleman 2.
- S12: Semmes 3, Kershaw 4, Cabell 2.
- U12: Hood 3, Law 4, Benning 3.
- T12: Henry 2, Anderson 4, Robertson 3.
- H14: Pickett division arrives at 5PM.
II Corps
- G6: Ewell 2, Nelson 2.
- G4: Jenkins 2.
- E2: Johnson 2, Nicholls 2.
- F2: Walker 3, Steuart 4.
- G2: Jones 3, Latimer 2.
- G5: Early 3, Hoke 3, Jones 2.
- G4: Smith 2.
- H6: Hays 3, Gordon 3, Dance 3.
- G7: Rodes 1, Carter 2.
- H7: Doles 3.
- I8: O'Neal 2, Ramseur 2.
- H8: Daniel 3.
III Corps
- L11: Hill 2, Pegram 2.
- K10: Pender 2, Garnett 2.
- J9: Perrin 3, Lane 2, Poague 2.
- K9: Thomas 3, McIntosh 2.
- L10: Scales 1.
- N11: Anderson 2.
- M10: Posey 3, Mahone 3, Lane 2.
- N10: Perry 1, Wright 3.
- O11: Wilcox 3.
- J12: Heth 1.
- I12: Davis 2, Brockenbrough 1.
- K12: Archer 2, Pettigrew 3.
Shattered Units (USA VPs): Iverson.
Pickett's Charge — Day 3, 1PM, CSA is Player 1
M11: Lee 2.
I Corps
- Q10: Longstreet 2, Alexander 2.
- P10: Alexander 3, Eshleman 2.
- Q9: McLaws 2, Cabell 2.
- O9: Barksdale 2, Wofford 2.
- R9: Semmes 2, Kershaw 3.
- N9: Pickett 2, Dearing 2.
- *N10: Kemper 3, Armistead 4, Garnett 3.
- T10: Hood 2.
- T9: Law 3.
- S9: Benning 2.
- U10: Robertson 2.
- U12: Anderson 3, Henry 2.
II Corps
- G6: Ewell 2, Jones 2, Hays 2.
- G4: Jenkins 2.
- H3: Jones 2, Latimer 1.
- H2: Johnson 1.
- I3: O'Neal 2, Nicholls 1, Walker 2.
- J3: Steuart 2, Daniel 2, Smith 1.
- G5: Early 2, Hoke 2.
- H6: Gordon 3, Dance 3, Nelson 2.
- I8: Rodes 1, Carter 2.
- I7: Doles 2.
- J8: Ramseur 1.
NOTE: Daniel, O'Neal, and Smith transferred to Johnson's command from other II Corps divisions. The strengths for Johnson's brigades assume his early morning attack on Culp's Hill has occurred.
III Corps
- L11: Hill 2,
- M9: Garnett 2, Poague 2.
- J9: Perrin 3, Thomas 3, McIntosh 2.
- *K9: Scales 2, Lane 3, Pegram 3.
- K10: Trimble 1.
- N11: Anderson 1.
- M10: Wright 1, Lane 2, Posey 3, Mahone 3.
- *O10: Wilcox 2, Perry 1.
- L10: Heth 1.
- *L9: Archer 2, Pettigrew 3, Davis 3, Brockenbrough 2.
* Units assigned to "Pickett's Charge".
Cavalry Corps
2PM: Deploy for Cavalry Battles (10.0).
Shattered Units (USA VPs): Iverson, Pender.
Game Turn
- [1] Initiative
- [2] Player 1 Turn
- Command
- Fire
- Move
- Melee
- Supply
- [3] Player 2 Turn (As Player 1)
Unit Data
| Unit | Speed | Fire | Melee |
|---|---|---|---|
| Army HQ | 8 | None | Basic |
| Corps HQ | 8 | None | Basic |
| Divison HQ | 8 | None | Basic |
| Artillery | 8 | A3/A1¹ | A3 |
| Infantry | 6 | Basic | Basic |
| Cavalry | 10 | Basic | Basic |
| Horse Arty | 10 | A3/A1¹ | A3 |
- Firepowers for Short/Long Range. Some units are B3/B1.
Terrain Effects
| Terrain | Move | Fire | Melee¹ | Stack | LOS | Combat |
|---|---|---|---|---|---|---|
| Clear | 2 | Basic | Basic | 4 | +0 | Basic |
| Road (major) | 1 | Basic | Basic | 1² | +0 | • |
| Road (minor) | 2 | Basic | Basic | 1² | +0 | • |
| Woods | +1 | -1 | -1 | 3 | +1 | D2³ |
| Orchard | +1 | -1 | -1 | 3 | +1 | Basic |
| Marsh | +3 | -1 | -1 | 2 | +0 | Basic |
| Town⁴ | +1 | -1 | -1 | 3 | +1 | Basic |
| Rocks⁵ | • | • | • | 2 | +1 | D2³ |
| River | +2 | -1 | -1 | • | +0 | • |
| Stream | +1 | Basic | -1 | • | +0 | • |
| Bridge/Ford⁶ | +0 | • | • | • | +0 | • |
| Ridge | +1⁷ | Basic | -1⁷ | • | +1 | • |
| Hill | +3⁷ | -1⁷ | -2⁷ | • | +2 | • |
Hexside Limits: Move, Fire, Melee. Hex Limits: Stack, LOS, Combat.
- Reduction in Firepower (B2=B1) applies only to the Attacker in Round 1 of the Melee. Defender has Basic firepower. Penalties are cumulative for units crossing two or more terrain types. For example units crossing Woods+Hill, are −3 Melee in Round 1. This can result in firepower 0 (no roll).
- Roads negate terrain for movement. Fords & Bridges are treated as Road. Stacking applies only to units in Column if that rule is in play. Stacking for units in Line depends on the hex terrain.
- D2 = Double Defense. A unit with a half-hit must take the next half-hit. D2 does not apply in Melee combat.
- Gettysburg hexes and hexsides only.
- Devil's Den (S9) only.
- Use applicable Road for movement and Stream/River for Combat.
- Uphill only.
Index
- Artillery, 5.3
- Range, 5.31
- Repulse Hits, 5.32
- Line of Sight, 5.33
- Column & Line, 6.0 (sidebar)
- Combat Ratings, 3.12
- Command, 4.0
- Command Phase, 4.1
- Command Range, 4.5
- Corps Assets, 4.3
- Fire Combat, 5.0
- Fire Phase, 5.1
- Firing Units, 5.2
- Fire Limit, 5.21
- Hit Allocation, 5.23
- Double Defense (D2), 5.24
- Headquarters, 4.2
- Activation, 4.3
- AHQ, 4.23
- CHQ, 4.22
- DHQ, 4.21
- Artillery HQ, 4.24
- Cavalry HQ, 4.25
- Hex Control, 6.6
- Zones of Control (ZOCs), 6.61
- Frontline Hexes, 6.62
- Initiative, 1.1
- Melee Combat, 7.0
- Melee Phase, 7.1
- Melee Rounds, 7.2
- Artillery in Melee 7.4
- Melee Retreats, 7.7
- Unsupported Combat, 7.8
- Movement, 6.0
- Move Phase, 6.1
- Movement Points (MPs), 6.3
- Movement Rating, 3.13
- Off-board Movement, 2.4
- Road Movement, 6.5
- Stacking, 6.2
- Night Turns, 9.7
- Night Supply, 9.73
- Night Reinforcements, 9.74
- Road Movement, 6.5
- Entry Roads, 6.7
- Scenarios, 9.0
- First Day, 9.2
- Second Day, 9.3
- Third Day, 9.4
- Badges of Courage, 9.5
- Free Deployment, 9.6.
- Seniority, 4.5
- Supply, 8.0
- Supply Phase, 8.1
- Supply Points, 8.2
- Supply Build-up, 8.3
- Night Supply, 8.4
- Terrain, 2.2
- Elevation, 2.3
- Fire Combat Effects, 5.22
- Melee Combat Effects, 7.3
- Unit Data, 3.1
- Unit Strength, 3.11
- Victory Points (VPs), 9.1