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Gettysburg: Lee's Greatest Gamble

Gettysburg: Lee's Greatest Gamble Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Components
  • 3.0 Setup
  • 4.0 How to Win
  • 5.0 Sequence of Play
  • 6.0 Terrain
  • 7.0 Unit Status
  • 8.0 Movement
  • 9.0 Stacking
  • 10.0 Reinforcements
  • 11.0 Combat
  • 12.0 Combat Results
  • 13.0 Artillery
  • 14.0 Bombardment
  • 15.0 Cavalry
  • 16.0 Command Control
  • 17.0 Loss of Unit Control
  • 18.0 Hidden Movement
  • 19.0 Counterattacks
  • 20.0 Night and Rain
  • 21.0 Train
  • 22.0 Other Optional Rules
  • 23.0 Scenarios
  • 24.0 Designer's Notes
  • Annex: Unit Identification (2.5)
    • Confederate Army of Northern Virginia
    • Union Army of the Potomac
  • Combat Results Table (TRC)
  • Terrain Effects Table (TET)
  • Bombardment Table

1.0 Introduction

1.1 Gettysburg: Lee's Greatest Gamble is a simulation of the battle fought between Lee's Army of Northern Virginia and Meade's Army of the Potomac at Gettysburg, Pennsylvania, during the first four days of July 1863. Lee had invaded the North mainly to seek a decisive battle that, if won, could change the course of the war.

To win the game, the Confederate player must inflict heavy losses on the Union army and/or move his own Train off the map to the southeast. The Union player must resist the Confederate push while inflicting heavy losses on the Confederates.

1.2 Scale of the game. Each hex represents 1/5 mile (352 yards or 322 meters) from side to side. Each game turn represents an average of 1 1/2 hours of real time during the day, and 4 hours at night.

Errata (Terrain Effects Table correction): Hexside streams reduce the Combat Differential column by (-1); rule 11.5 is correct.

2.0 Game Components

2.1 List of components. The components are the rules you are reading, the map, 190 die-cut counters, and the charts and tables that appear on the map and in the annexes of this translation. You must supply two six-sided dice.

[The other 10 counters on the sheet are intended for a variant of Hougoumont from Command No. 11. See page 18 of the magazine for more details.]

Errata (Protected hexsides): the reference to the rules should read "(see 6.6)".

2.2 The map. The map shows the militarily significant terrain around the town of Gettysburg as it existed in July 1863. The area covered extends well beyond the historical battlefield, which allows players to try strategies that were not used in the actual battle.

2.3 The counters. Most counters represent the combat units that took part in the battle. Other counters are used to mark the status of the combat units. They must be cut out carefully after the rules have been read. Cutting off the corners with a nail clipper will greatly facilitate handling.

2.4 Combat units. There are three types of combat units: infantry, cavalry and artillery. Infantry and cavalry brigades represent between 600 and 3,000 men each. Artillery units represent between 12 and 20 guns. All Union units are printed on a pale blue background. All Confederate units are printed on a light beige ("butternut") background.

2.5 Unit identification (Unit I.D.). Each unit is identified by the name of the commander of that particular unit and by an identification number. Most Union artillery units are also identified by an "a", "b" or "c" - these units were too large to be represented by a single counter. Unit identification is used only for setting up the various scenarios - it has no effect on play. Many commanders' names have been abbreviated on the counters. The complete list of units of both armies is found at the end of these rules.

2.6 Combat Rating. This represents the capacity of an infantry / cavalry brigade to engage in combat. It results from a combination of the unit's training, its experience, its leadership and the willingness of the men to enter and remain in the danger zone.

2.7 Morale Rating. This represents the capacity of a unit to withstand unfavorable combat results. Note that the Combat Rating is printed in white in a black circle on the front and in black in a white circle on the back (Shaken side).

2.8 Loss Rating. This is an indicator of the size of the brigade and its capacity to sustain losses.

2.9 Range represents the distance (measured in intervening hexes) at which artillery units can effectively bombard enemy units (see 14.0).

Translator's note: the range in intervening hexes does not count either the firing hex or the target hex (cf. 14.5).

2.10 Offensive / Defensive Support values are used when artillery supports infantry and cavalry brigades. The center number is used to support units attacking (Offensive Support); the right-hand number is used to support units defending (Defensive Support). The number in parentheses on the back of the artillery counter is used when the artillery is alone in the hex (Self Defense - see 13.0).

2.11 Army markers are mnemonic devices used to keep track of each army's command state. A marker does not represent any particular individual, although of course its values are dominated by the commander of each army (Lee and Meade). The Command Span is used to determine the current Command Control State of an army (see 16.0). The Coordination Value is used to determine coordination for combat and for Bombardment (see 11.6 and 14.7).

2.12 Trains represent not only each army's enormous wagon train, but also its logistical and moral center of gravity.

2.13 Hidden Movement Counters (HMC) are used to hide units from the enemy's view and to move units more quickly. See 18.0 for more details.

2.14 Disrupted markers ("D") are used to indicate units that have become Disrupted. The "-2/-1" markers indicate the reduction in combat strength when a Disrupted unit attacks and defends, respectively. The markers are printed in Union colors on one side and in Confederate colors on the other to avoid any confusion. The counters provided are not a limit; players are free to make more markers if needed.

2.15 Questionable markers ("?") are used to mark units that have previously Routed. The use of these markers is optional; see 22.3.

2.16 Day and Turn markers. The Day marker is used to indicate the current day of the battle. The Turn marker is used to indicate both the current turn and the active player. See 5.2.

2.17 Tables and player aids. The tables used in the game are the Combat Results Table (TRC), the Artillery Bombardment Table and the Terrain Effects Table (TET), all located on the last page of this booklet. Each player has three boxes on the game map used to keep track of units at various stages of destruction: Routed Units, Eliminated Units and Destroyed Cadres. Each player also has 8 boxes on the game map to use with Hidden Movement Counters (18.0), and one box to track the current command state of his army (16.0). The map also has Day and Turn tracks.

3.0 Setup

3.1 Choice of sides and scenarios. First, choose the side each player will control. One player controls the Union forces, the other the Confederates. Both players will use the Disrupted markers (and the Questionable markers if rule 22.3 is used).

This section of the rules contains the setup instructions and victory conditions for the full battle game. If you want a shorter game, use one of the scenarios listed in section 23.0.

3.2 Setup. Only 4 units, two from each side, start the game on the map. They are:

  • Confederates: 41-Archer and 43-Davis in hex 1234.
  • Union: 72-Gamble and 73-Devin in a hex not adjacent to hex 1234.

All other units of both armies enter as reinforcements, according to the schedule below.

3.3 Reinforcement schedule. The following table is an arrival schedule for units. The alphanumeric code placed in front of each group of reinforcements indicates the time and place of its entry onto the map. For example, Confederate unit 35-Mahone arrives on July 1st, Turn 8, in entry hex A (hex 1234). See section 10.0 for more details on the entry of reinforcements.

Confederate reinforcements

July 1st

  • 2A: Unit 52 (Pegram)
  • 3A: Units 42, 44-45, 51 (Brockenbrough, Pettigrew, J. Garnett, McIntosh)
  • 5A: Units 46-50 (Lane, Scales, Thomas, Poague)
  • 5B: Units 27-32 (Daniel, Doles, Iverson, O'Neal, Ramseur, Carter)
  • 6C: Units 17-21 (Gordon, Hays, Hoke, Smith, H. Jones)
  • 7C: Unit 54 (Jenkins)
  • 8A: Units 35-40 (Mahone, Perry, Posey, Wilcox, Wright, J. Lane)
  • 9A: Units 22-26, 33-34 (Jones, Nicholls, Steuart, Walker, Latimer, Dance, Nelson)
  • 11A: Train
  • 12A: Units 1-2, 4-10, 15-16 (Anderson, Benning, Robertson, Henry, Barksdale, Kershaw, Semmes, Wofford, Cabell, Alexander, Eshleman)

July 2nd

  • 5A: Unit 3 (Law)
  • 6C: Units 53, 55-56 (Hampton, F. Lee, W. Lee)
  • 8A: Units 11-14 (Armistead, Garnett, Kemper, Dearing)

Union reinforcements

July 1st

  • 2H: Units 1-2 (Meredith, Cutler)
  • 3H: Units 3-4, 7-8 (Paul, Baxter, Wainwright-a, Wainwright-b)
  • 3G: Units 54-56 (Schimmelfennig, Krzyzanowski, Osborn-a) [Errata box]
  • 3H: Units 50-51 (v. Gilsa, Ames) [Errata box]
  • 41: Units 5-6 (Rowley, Stone)
  • 4G: Units 52-53, 57 (Coster, Smith, Osborn-b) [Errata box]
  • 6F: Units 58-64 (McDougall, Ruger, Candy, Kane, Greene, Muhlenburg-a, Muhlenburg-b) [Errata box]
  • 7H: Unit 65 (Stannard)
  • 8H: Units 21-22, 27 (Graham, Ward, Randolph-a)
  • 9H: Units 24-25, 28 (Carr, Brewster, Randolph-b)
  • 11F: Train
  • 12G: Units 9-20 (Cross, Kelly, Zook, Brooke, Harrow, Webb, Hall, Carroll, Smyth, Willard, Hazard-a, Hazard-b)

July 2nd

  • 1F: Unit 66 (Lockwood)
  • 1G: Units 67, 69-71 (Ransom, Taft, Huntington, Fitzhugh)
  • 2H: Units 23, 26 (de Trobriand, Burling)
  • 2E: Units 29-34, 37-38 (Tilton, Sweitzer, Vincent, Day, Burbank, Weed, Martin-a, Martin-b)
  • 3G: Unit 68 (McGilvery)
  • 5E: Units 35-36 (McCandless, Fisher)
  • 7F: Units 39-49 (Torbert, Bartlett, Russell, Grant, Neill, Shaler, Eustis, Wheaton, Tompkins-a, Tompkins-b, Tompkins-c)
  • 8E: Units 74-75 (McIntosh, Gregg)

July 3rd

  • 6E: Units 76-77 (Farnsworth, Custer)

Translator's note: entries marked [Errata box] are printed inside dashed boxes in the French document, which the translator marks as errata. Codes are transcribed as printed in the source.

4.0 How to Win

4.1 End of the game. The game ends when it begins to rain (see 20.5), or at the end of Turn 10 of July 4th, whichever comes first.

Victory is determined by Victory Points (VP), which are earned according to the schedule defined in section 4.3.

At the end of the game, subtract the total VP of the Union from the total VP of the Confederates. If the result is 10 or more, the Confederate player wins; if it is less than 10, the Union player wins.

4.2 Degree of victory. To win a decisive victory, like the one Lee sought, the Confederate player must have at least 30 VP more than the Union player. The Union player wins a decisive victory if the total is less than or equal to -10. Either of these results would probably have had a profound effect on the course of the war (insofar as it would have changed the "historical" result we know).

Design note: the historical result was a final score of "0". Meade prevented Lee from reaching his objectives, and inflicted roughly as much damage as he received, but did nothing to turn the battle from a Confederate defeat into a Confederate disaster.

4.3 Victory Point table. Both players earn the following Victory Points:

  • 2 VP for each enemy infantry / cavalry brigade in the Destroyed Cadres box;
  • 1 VP for each enemy artillery unit in the Destroyed Cadres box;
  • 3 VP for each enemy infantry / cavalry brigade captured;
  • 1 VP for each enemy artillery unit captured;
  • 1 VP for each attack / Bombardment made on the enemy Train (21.4).

The Confederate player can also earn the following Victory Points (see 8.5):

  • 20 VP for the exit of his Train from the map by entry hex F (4000); or
  • 10 VP for the exit of his Train from the map by entry hex G (4219); or
  • 5 VP for the exit of his Train from the map by entry hex E (2600).

5.0 Sequence of Play

5.1 Turn structure. The game is divided into Game Turns. Each Game Turn is divided into two Player Turns, each of which is in turn subdivided into several phases. Each action taken by a player must be carried out in the appropriate phase. Once a player has finished a phase, he may not go back to carry out a forgotten action or to redo an uninteresting action, unless his opponent allows it. The player whose turn it is (the active player) is called the moving player and the attacking player.

5.2 Turn markers. Place the Day marker on the Day track and the Turn marker on the Turn track. Advance the Day marker after Turn 12 of each day. Advance the Turn marker after each turn, and flip it to show the active player.

5.3 Turn sequence.

Confederate Player Turn

1. Command Control Phase

  • A. Advance the Turn marker to the next turn and flip it to the Confederate side.
  • B. Roll to determine the Command Control State of the Confederate army (16.0). If the Confederate army is in Panic state and the optional Loss of Unit Control rule (17.0) is used, roll one die to determine the Union player's chances of controlling the Confederate player's units (17.2).
  • C. Place all non-Disrupted Confederate artillery units in Ready state (13.1).
  • D. Flip the Confederate Train unit to its non-moved side if it is not adjacent to an enemy unit (21.1).

2. Movement Phase

  • A. The Confederate player may move as many or as few units as he wishes (8.0). The movement allowance of all units is 4 Movement Points (MP), except Hidden Movement Counters (HMC), which may move 6. Reinforcements may enter the map at any time during movement (10.0).
    • The stacking limit of 3 units applies at all times (9.0).
    • An infantry brigade in movement may move only one hex if it begins its movement adjacent to an enemy infantry brigade or to an intermediate hex of one. No other moving unit is affected; infantry in movement is not affected by other enemy units (8.6).
    • A Disrupted unit may recover if it begins its movement not adjacent to an enemy unit and spends 2 MP (7.3).
    • Attacks must be declared at the end of each unit's movement (8.4).
    • Non-Disrupted artillery units that have not moved may declare Bombardments (14.1).
    • Remove HMCs at the start of their movement if they must be observed by an enemy unit during movement (18.4).
  • B. Any Shaken infantry brigade that has not moved and is at least two intervening hexes from any enemy unit returns to normal state on a die roll of 1 or 2; a Shaken cavalry brigade recovers on a roll of 1 to 4. These units automatically recover from Disruption (7.4).
  • C. Once all movement is complete, Routed (7.5) and Eliminated (7.7) units of the moving player may return to play in Shaken state (except artillery), adjacent to the moving player's Train, provided the Train has not moved and the unit is not placed adjacent to an enemy unit (10.4). If the optional Questionable state rule (22.3) is used, returning units are placed in Questionable state.

3. Combat Phase

The attacks and Bombardments declared by the Confederate player may be carried out in the order chosen by the Confederate player, but all attacks against the same unit or hex must be completed before the next one begins.

For each attack (11.3):

  • Determine whether several attacking units will coordinate.
  • Allocate Offensive Support artillery.
  • Calculate the Differential, roll two dice, and apply the results.
  • Determine whether a unit is eligible for a Counterattack (optional rule, 19.0).

Union Player Turn

Turn the Turn marker to the Union side, then repeat steps 1B to 3, with the Union player as the moving player.

6.0 Terrain

6.1 General. There are two main types of terrain on the map: natural and artificial. Natural terrain includes hills, slopes, rough terrain, heavy woods, light woods (including orchards), streams, ravines and protected hexsides. Artificial terrain includes roads, trails and towns.

Most terrain exists within a hex. A hex may contain a single type of terrain or a mix of terrain types.

Streams, protected hexsides, slopes and, in some cases, clear terrain exist along the hexside between two hexes rather than within the hex. These types of terrain only affect movement or combat across the hexside itself. Clear hexsides between some wood hexes are considered clear and affect combat (6.4). For example, the hexside between hexes 2917 and 3017 is clear.

Each type of terrain is evaluated for its effect on movement, combat and artillery bombardment. The effects are summarized on the Terrain Effects Table (TET) on the last page of this booklet.

6.2 Effects of terrain on movement. Units generally spend 1 movement point (MP, 8.2) to enter each hex. Certain types of terrain require more or fewer MP to enter the hex or to cross the hexside. Units must have enough MP remaining to enter a given hex. Units are not guaranteed to be able to move one hex each turn. All terrain movement costs are cumulative. Note that each type of terrain may have different MP costs for different types of units.

Design note: experienced players will note that terrain has relatively little effect on infantry movement. The gently rolling farmland and the cultivated woods around Gettysburg did not present great obstacles to a man on foot. It was much harder to get horses and artillery caissons around trees and over ditches, streams, fences and so on. Hills matter mainly as artillery and observation platforms. With a few exceptions, they do not amount to much as hills and do not have a great influence on combat.

6.3 Movement on roads and trails. Units using road movement pay only 1/2 MP per hex entered, regardless of the terrain present in the hex. To use road movement, the moving unit must move from one road/trail hex to another road/trail hex, crossing a hexside traversed by the road/trail. For example, a unit moving from hex 2320 to hex 2319 could not benefit from the bonus. Roads cancel all terrain effects on movement for units using road movement (see 8.3).

6.4 Effects of terrain on combat. Some types of terrain help a unit in defense by shifting the Combat Differential. See the TET for the applicable shifts: a "-1" means the Differential moves one column to the left on the TRC; a "-2" means the Differential moves two columns to the left. In the case of a hexside, this bonus applies only if the attacking unit crosses that hexside. All combat bonuses are cumulative; there is no limit to the number of bonuses a unit can receive in a single combat.

Example: Unit 1 attacks unit A; unit 2 attacks unit B. B receives the -1 bonus for dense woods because 2 attacks across a clear hexside. A does not receive the bonus because 1 attacks across a wooded hexside.

Design note: Gettysburg enthusiasts will note the absence of any "railroad cut" rule to simulate the trap into which part of Davis's brigade fell on July 1st at the hands of Union troops. There are two reasons for this. First, at this scale the cuts (there were several) are not significant terrain features: the cut was only about a hundred meters long, and only one regiment was trapped in it. Second, and more importantly, if you (the player) know it is disadvantageous to enter the cut, you will not do so. Davis believed (rightly) that the cut would provide a covered avenue to the Union flank. Dawes, commander of the 6th Wisconsin and the Union commander on the spot, believed (also rightly) that the Confederates would be at a disadvantage if they were in the cut. Both commanders showed their ability to read the terrain and use it properly; the Union commander simply had better timing. I prefer to leave these nuances to the chance of the TRC. If Davis's brigade is mauled by Cutler and/or Meredith in hex 1724, you may assume it was "caught" in the cut.

6.5 Slope. Hexsides affect movement and combat only when moving or attacking uphill. The uphill side of the slope is the hex containing the slope symbol. For example, a unit in hex 1709 receives the slope benefit if it is attacked by a unit in hex 1708, but does not receive this benefit against a unit attacking from hex 1610.

6.6 Protected hexsides represent a sunken road in which infantry stationed in the road bed took cover. They offer protection against artillery Bombardment and give a regular combat bonus, provided that the attack / Bombardment crosses the protected hexside and enters the hex containing the protected hexside symbol. If the attack / Bombardment crosses another (unprotected) hexside in the same hex, the defending / target unit does not receive the benefit.

  • Example: an artillery unit in hex 2420 cannot bombard an infantry unit in hex 2121, but can bombard a unit in hex 2023.
  • If a Bombardment crosses the vertex of two hexsides, one protected and one not, treat it as crossing a protected hexside.
  • Example: an artillery unit in hex 2521 cannot bombard an infantry unit in hex 2423.
  • Example: unit B attacks across the protected hexside; unit A does not. Unit 1 receives the -1 bonus only against unit B. Artillery unit C cannot bombard unit 1, but can bombard unit 2.

6.7 Effects of terrain on Bombardment. Hills, woods (heavy and light) and town hexes may block the Line of Sight of artillery (14.4) and prevent Bombardment. The range of an artillery unit bombarding from a hill hex is increased by 2 (14.5). Artillery cannot bombard units in town and heavy woods hexes (14.6); it may fire into light woods / orchard hexes.

Design note: the range bonus does not mean that guns on hills shoot farther than those at ground level; it means that the men firing those guns can see farther, or rather, that they can see better. Even clear terrain was (and is) in reality slightly rolling; there are countless folds in which troops can hide. A man on a hill has a better chance of seeing into those folds than a man at the same level down below. Guns were direct-fire weapons, so they could only be fired at what could be seen. Hills were therefore more valuable as observation platforms.

7.0 Unit Status

7.1 General. A unit's status indicates its current capacity (will) to engage in combat. An infantry / cavalry brigade may be in one of the following 4 states: Normal, Disrupted, Shaken or Routed (a fifth state, Questionable, is an optional rule, 22.3). A brigade is in Normal state unless it is in one of the other states. A brigade may be both Disrupted and Shaken. Artillery is never Shaken or Questionable (13.2).

7.2 Morale Check. A unit will frequently have to make a Morale Check. To check morale, roll one die. If the result of the die is less than or equal to the brigade's Morale Rating, the brigade passes the check. If the result is greater than the Morale Rating, the unit fails. The effect of passing or failing a Morale Check varies according to the reason for which it is made. If the brigade is on its reverse side during a Morale Check, use the Morale Rating printed on the reverse side.

7.3 Disruption represents the loss of cohesion of a unit, and is used as a catch-all for the effects of combat, fatigue, lack of ammunition, loss of leaders, and so on. It affects a unit's Combat Rating but not its morale. A unit may become Disrupted 1) as a result of combat or Bombardment, or 2) if it disengages or makes a Forced March (optional rules, 22.2, 22.4). A Disrupted unit subtracts two from its Combat Rating when it attacks and one from its Combat Rating when it defends. Disruption does not affect movement, morale or coordination (11.6).

A brigade recovers from Disruption if it is not adjacent to an enemy unit at the start of its Movement Phase and spends 2 movement points. Recovering from Disruption does not affect the status of a Shaken unit (see below).

7.4 Shaken state represents the reduction in a unit's capacity and will to engage in combat. When a unit becomes Shaken, flip it to its Shaken side. The Shaken state does not affect movement or coordination.

To recover from the Shaken state, the unit must not be within two intervening hexes of any enemy unit and may not move. Roll one die. An infantry brigade recovers if the result is a "1" or a "2" - flip it to its normal side. A cavalry brigade recovers on a result of 1 to 4. On any other result, the unit remains Shaken, but suffers no other adverse result. Shaken units in Hidden Movement Counters may both move and make a recovery roll (see 18.8). A unit that attempts to recover from the Shaken state (whether or not it succeeds) automatically recovers from Disruption.

Design note: the reduction of Combat and Morale Ratings is not uniform. It represents the relatively greater cohesion of some units compared with others. Loss Ratings are not affected because they reflect the size of the unit, not its morale.

7.5 Routing is the breakup of a unit to such an extent that it is no longer an effective combat force. A brigade may Rout only as a result of combat. If a unit is Routed and it can trace a path of hexes (of any length and direction) free of enemy units to its Train, place it in the Routed Units box. If it cannot trace such a path, it is captured - give it to the opposing player - and it counts for Victory Points (4.3).

If the army's Train has not yet entered play, trace the path to hex 1234 for the Confederates, and to hex 4000 for the Union. If the Train has entered play and a Routed unit cannot trace a path to it, but can trace a path to the appropriate hex, remove it from the game - it does not count for VP (4.3), but cannot return to play.

At the end of each Movement Phase (after all units that must move have done so), the moving player may return his Routed units to the map under rule 10.4.

7.6 Elimination. When a combat result requires a unit to check for its Elimination, roll one die for the unit and compare it with the unit's Loss Rating. If the die roll is greater than the Loss Rating, the unit is Eliminated. Remove it from the map and place it in the Eliminated Units box. If the unit has a Loss Rating of "4+" and the die roll is a 5, reroll the die; the unit is Eliminated only if the second die roll is a 4, 5 or 6. Artillery units have no Loss Rating; they are automatically Eliminated on any "E" result (13.5, 14.4).

Design note: a unit's values are built around its morale and cohesion. I excluded numerical strength because I did not want to unduly penalize small but good brigades or unduly reward large brigades. Numbers do not really matter at the moment of impact - they become important only in a long fight. Higher Loss Ratings represent either more men or the willingness of a given brigade to absorb a higher percentage of losses.

7.7 Cadres. A unit in the Eliminated Units box may be returned to play by combining it with another Eliminated unit of the same type (infantry with infantry, cavalry with cavalry, artillery with artillery). Combinations are not affected by differences in the units' Ratings. To combine two units, place one of them (at the choice of the owning player) in the Destroyed Cadres box; return the other to the map under rule 10.4. A given unit may enter and leave the Eliminated Units box an unlimited number of times. Once in the Destroyed Cadres box, a unit stays there for the rest of the game. Destroyed infantry / cavalry Cadres count for victory (see 4.3).

Design note: the Elimination of a brigade gives no VP to the opposing player, because the unit still has a cadre - the precious core of officers, non-commissioned officers and first-class soldiers who make a unit work. Using a Cadre would amount to calling on these troops for one last effort, at the risk of losing them. Although this may be necessary to avoid a crisis, it would harm the army in future battles, hence the loss of VP. I leave the choice of the unit to destroy to the player, since he will invariably destroy the weakest. This is acceptable in game terms, since the best unit is more likely to have a cohesive cadre that would open the way to combat.

8.0 Movement

8.1 General. A player may move all, some or none of his units during each of his own movement phases. Units move one at a time - they may not move as a stack - from adjacent hex to adjacent hex, in any direction or combination of directions. The movement of each individual unit must be completed before that of another can begin. A player may not go back and readjust the movement of a unit already moved, unless his opponent allows it. A moving unit may be affected by terrain (6.2), by nearby enemy units (8.6), and by friendly units in a hex (9.0).

8.2 Movement allowances. Each unit in the game has a Movement Allowance of 4 movement points (MP). This is not printed on the units (except on the Train). Hidden Movement Counters have a movement allowance of 6 - this is printed on the counters as a reminder. MP may not be accumulated from turn to turn, nor lent from one unit to another. The MP cost of entering a hex depends on the terrain in that hex or on the hexside to be crossed (see 6.2 and the TEC). If a unit does not have enough MP to enter a given hex, it may not enter it. Moving units are not obliged to spend all their MP.

Design note: individual units could have moved farther than 4 hexes in the time represented by a turn, but they did not. The commanders simply did not have the information or the equipment needed to order rapid movements on the battlefield (it took Meade more than an hour to move units from the XII Corps on Culp's Hill to Cemetery Ridge, about a mile away). The slow rate of movement and the hidden movement rules (which permit marching on roads) mean that only selected units (the army's reserve) are able to make such moves.

8.3 Road / trail movement. Only cavalry brigades and Hidden Movement Counters may use road / trail movement (6.3). They pay 1/2 MP per road / trail hex entered, regardless of the terrain in the hex and regardless of the presence of other friendly units. Road / trail movement may not be used adjacent to an enemy unit. Artillery units may use roads / trails to cancel other terrain costs in a hex (13.3). Trains may move only on roads and trails (21.2).

8.4 Declaration of attacks. All attacks and Bombardments must be declared during the Movement Phase. Make the declaration for each unit at the end of its movement (or instead of moving, if it does not move).

Note to players: as a memory aid, push declared attackers to the hexside across which they will attack.

Design note: this rule is intended to be used with the Loss of Command Control rules. Without it, a player could wait until all movement was complete and then calculate the most favorable attacks. Using this rule, part of a planned attack may fail to take place because of the loss of command control, leaving the remaining units in a less favorable position, or making the whole attack pointless because a follow-up attack will not be carried out.

8.5 Movement off the map. Any unit may be moved off the map. To do so, it must spend 1 MP while on a map-edge hex. Once a unit leaves the map, or is forced to retreat (12.3) off the map, it is out of play - it may not return to the game, but does not score VP (4.3) for destruction or capture.

The Confederate player may earn VP for the exit of his Train (see 4.3).

8.6 Movement near enemy units.

  1. Moving units may never enter a hex containing an enemy unit of any kind.

  2. An infantry brigade that begins its movement adjacent to, or at an intermediate hex of, an enemy infantry brigade may move only one hex. This restriction does not apply to infantry brigades that begin their movement at more than one intermediate hex from an enemy infantry brigade, or that begin their movement adjacent to or at an intermediate hex of enemy artillery or Train units.

  3. Artillery units are subject to no movement restriction if they begin adjacent to enemy units: they may always use their full movement allowance.

  4. Make a Morale Check for a cavalry brigade each time it enters a hex adjacent to enemy infantry. Do not make a Morale Check if infantry enters a hex adjacent to cavalry, if cavalry enters a hex adjacent to it by advancing after combat (12.7), or if cavalry charges (see 15.5). If the cavalry fails the check, it becomes Shaken (if it is already Shaken, there is no further effect). Enemy units do not otherwise restrict the movement of cavalry.

Examples (see the movement diagram in the source): units A, B and C may each move only one hex in their movement, because each begins its movement adjacent to or within one intermediate hex of an enemy infantry unit. Unit D may move its full movement allowance (in any direction; the path shown is only an example). Unit F may make its full move because unit 4 is cavalry. Unit E may also move its full allowance, but it is subject to a delay (15.3).

Design note: Civil War infantry were not Stosstruppen (storm troops), but they understood the importance of exploiting breaches in the enemy line. The restrictions presented here reflect the inability of a unit already engaged to make rapid movements in the face of the enemy. I have not used zones of control because they allow a defender to use a "strongpoint and hole" defense. This does not exactly reflect the obsession of Civil War armies with keeping a solid line (preferably of infantry) in the face of a strong enemy attack, an obsession that players soon share. Allowing the occasional attack by infiltration was the lesser of two evils.

9.0 Stacking

9.1 General. Up to three friendly units may stack in the same hex. This limit applies at all times: during the movement of each unit, during each combat, and during each retreat / advance after combat. Players may examine enemy stacks at any time - the unit on top does not "protect" those underneath from the enemy's eyes. A Hidden Movement Counter counts as a single unit for stacking, regardless of the number of units hidden beneath it.

9.2 Effects of stacking on movement. A moving unit must pay 1 additional MP for each unit already present in a hex. If the moving unit does not have enough MP to enter the hex because of this cost, it may not enter the hex. There is no limit to the number of units that may cross a hex during a given Movement Phase, but a moving player may not deliberately overstack a hex. Units using road movement (6.3, 8.3) do not pay the 1 MP per-unit penalty.

9.3 Effect of stacking on retreats. Retreating units may pass through friendly stacks, with no effect on the retreating unit or on the stack. If the retreating unit causes an overstacking of the hex, the retreating unit Routs immediately (7.5).

Clarification: in theory, all units retreating from a single hex do so simultaneously. The owning player always chooses which unit is Routed (the term "Routed" in fact means that they continue to retreat in a disorganized manner). This rule is harsh, perhaps too harsh. Feel free to establish a house rule if you think it is justified.

Artillery ALWAYS retreats with a retreating infantry or cavalry unit if it is otherwise left alone in the hex, and not only when it fires Defensive Support in that combat. Being flipped is only a relative reduction in combat power; the guns continue to fire, but so slowly that they have no impact on the battle.

Design note for experienced players: unlike many wargames, a unit is never destroyed as a result of overstacking, but it may be captured if it cannot trace a path to its Train; see 7.5.

9.4 Stacking order. The superior infantry / cavalry brigade of a stack will always be the first to fight; any other brigade is considered a "Support Brigade" (see 11.7 and 12.6). A player is free to change the stacking order in a hex during his Movement Phase - this uses no movement points - and may be able to change the stacking order during the Combat Phase (11.7). The relative position of artillery in a stack is not important (13.0).

Design note: think of the unit on top as being in front, rather than beside, the unit below. Artillery units were most likely deployed as individual batteries, not as a solid unit.

9.5 Effect on combat. Only one infantry / cavalry brigade (the top one) may attack or defend in a given hex. Up to three artillery units may engage in combat (Bombardment or Support) from a single hex during a single turn (13.0, 14.0).

9.6 Trains. Trains do not count as a unit for stacking. Friendly units may ignore Trains in all cases.

10.0 Reinforcements

10.1 General. Reinforcements are units that enter the map after the start of the game. The schedule in 3.3 indicates when and where each unit enters the map. All reinforcements enter by one of the road / trail hexes bearing a large letter (for example, hex 4000 is labeled "F"). Reinforcements enter at any time during the Movement Phase of the owning player. They move normally and may engage in combat in their turn of entry.

Clarification: reinforcements may always enter a Hidden Movement Counter (HMC, 18.0); the HMC counts as a single unit, regardless of the number of units it contains.

10.2 Entry of reinforcements. Reinforcements enter in the form of a column of units marching along the road. The first unit spends 1 MP to enter the entry hex, the second unit 2 MP, the third unit 3 MP, and so on (even for units using road movement).

10.3 Delay of reinforcements. If the entry hex for reinforcements is blocked by enemy units, the reinforcements may be delayed until the enemy units are removed. Reinforcements may be voluntarily delayed by the owning player.

10.4 Re-entry from the Routed / Eliminated boxes. At the end of each player's Movement Phase, that player may bring back onto the map his Routed (7.5) and Eliminated (7.7) units if the following conditions are met: 1) his Train unit is on the map and has not moved; 2) the Train is not adjacent to an enemy unit; and 3) the Train was not attacked during the previous enemy Combat Phase. Place the units returning to play adjacent to the Train. Units may not be deliberately overstacked, and they may not be placed adjacent to an enemy unit.

Place infantry / cavalry brigades that return in Shaken state (and in Questionable state if rule 22.3 is used). Place artillery units that return to play with their "Fired" side visible.

If the Train has not entered play, or if it has entered and left again, units may not re-enter play. Within these limits, there is no limit to the number of units that may return to the map in a single turn.

11.0 Combat

11.1 General. Combat between infantry and cavalry brigades may take place only between adjacent, opposing brigades. The player who is moving is called the attacker, and the player who is not moving is called the defender, regardless of the overall situation. Combat is always voluntary, except that any unit that declared an attack at the end of its movement must attack (8.4). The attacker may declare and carry out as many or as few attacks as he wishes. The attacker may carry out his attacks in the order he chooses, but each must be fully resolved before the next one begins. Artillery may support infantry / cavalry brigades (13.0) and may attack by bombarding enemy units (14.0).

11.2 Individual combats. Combat is always one brigade attacking one brigade defending. Each attacking brigade may attack only once per Combat Phase, but each defending brigade may be attacked an unlimited number of times. If more than one brigade attacks a single defending brigade, the attacker may make a roll to see whether these brigades coordinate their attacks (11.6). All attacks against the same defending unit must be declared before the first attack against that defender is resolved. Once committed to a given attack, a brigade may not take part in another, even if the defender has been removed from the hex by a previous attack. All attacks against one defender must be resolved before any attack against another defender begins.

Design note: it is quite possible that a brigade (or more) is "wasted" if a defender is destroyed or has retreated at the start of a multi-brigade attack. Unused units may be used for later Counterattacks (see 19.0). This illustrates the relatively inflexible nature of the command and control systems of the period; once a unit had its orders, it took time to change them.

11.3 Combat procedure. For each combat, follow these steps:

  1. If more than one brigade attacks the same hex, roll to see whether the attackers coordinate (11.6). Do this only once per defending brigade.

  2. If the optional Questionable state rule (22.3) is used, make a Morale Check for all Questionable units, the attacker first.

  3. Determine whether the attacker and/or the defender will receive artillery Support (13.4).

  4. Calculate the Combat Differential (11.4) to determine the appropriate column on the Combat Results Table (TRC).

  5. Roll two dice. Cross the result of the dice roll with the Differential column to determine the result of the combat.

  6. Apply the results (12.0).

  7. Carry out an advance after combat (12.7), if applicable. If the optional Counterattack rule (19.0) is used, determine whether a unit is eligible to make a Counterattack against the brigade that has just advanced.

11.4 Calculation of the Combat Differential. Subtract the defender's Combat Rating from the attacker's Combat Rating. Modify this result according to the following, as applicable:

  • +1 or more for coordination, if applicable (11.6)
  • -1 or more for any terrain effect (6.4, 11.5)
  • +1 if the attacker has artillery in Support (13.4)
  • -2/-3 if the defender has artillery in Support (13.4)
  • +1 if the defender is Disrupted (7.3)
  • -2 if the attacker is Disrupted (7.3)

Addition: Combat Differentials greater than "+4" are treated as "+4"; differentials less than "-4" are treated as "-4".

11.5 Terrain effects on the Combat Differential. Reduce the Differential by 1 if the defending unit is in a town hex, behind a slope, a stream, a ravine or a protected hexside, or if it is in heavy woods and is attacked across a clear hexside. Reduce the Differential by 2 if the defending unit is in a rough hex. Terrain effects are cumulative - reduce the Differential for each type of terrain that applies to a given combat. See 6.4-6.6 and the TEC.

11.6 Coordination. The ability of brigades to coordinate is determined by the coordination level of the army, which is shown on the Army Marker (see 2.11). Roll one die for any attack in which more than one brigade attacks a single defending unit. The attacking brigades do not need to be adjacent to each other; they simply attack the same defending unit. If the die roll is less than or equal to the Coordination Value, the attacks are coordinated. Add 1 to the Differential for the first attack, 2 for the second attack, 3 for the third attack, and so on.

11.7 Support Brigades. An infantry / cavalry brigade stacked with an attacked brigade is considered a Support Brigade. A Support Brigade becomes the defender of an attacked hex if the initial defender is Eliminated or Routed (but see 12.6). If the initial defender is the object of multiple attacks and these attacks are not coordinated, the Support Brigade may, at the discretion of the defender, exchange its place with the initial defender between two attacks.

12.0 Combat Results

12.1 General. All combat results with an "A" apply to the attacker; all results with a "D" apply to the defender. A defending brigade that is the target of more than one attack must apply all the combat results of one attack before the next one is resolved. Support Brigades may be affected by a result (12.6).

12.2 Explanation of combat results.

  • E (with any other result, attacker or defender): roll a die for the affected unit before applying any other result. If the die roll is greater than the unit's Loss Rating, it is Eliminated (7.6); any other result has no effect.
  • A - the attacking brigade becomes Disrupted; place a "D" marker on it. If it is already Disrupted, there is no further effect.
  • AR - the attacking brigade becomes Disrupted (if it is already Disrupted, there is no further effect). Make a Rout check for the unit by rolling a die: if the result is greater than the unit's Morale Rating, the unit Routs (7.5). If the unit does not Rout, it becomes Shaken (if it is already Shaken, there is no further additional effect).
  • D - the defending brigade becomes Disrupted (if it is already Disrupted, there is no further effect).
  • D# - the defending brigade becomes Disrupted (if it is already Disrupted, there is no further effect). If the number is greater than the Morale Rating of the affected unit, it must retreat (12.3-12.4) and becomes Shaken; if the unit is already Shaken, make a Rout check for the unit by rolling a die: if the result is greater than the unit's Morale Rating, the unit Routs (12.5). If the unit does not Rout, it remains Shaken.
  • DR - the defending brigade becomes Disrupted (if it is already Disrupted, there is no further effect). Make a Rout check for the unit by rolling a die: if the result is greater than the unit's Morale Rating, the unit Routs (7.5). If the unit does not Rout, it becomes Shaken (if it is already Shaken, there is no further effect) and must retreat.

Design note: the TRC is asymmetrical because of the different impact of combat on attackers and defenders. Attacking units mainly suffer physical damage (losses and disruption), but are not as likely to Rout, because they have the option, unlike defenders, of calling off the attack at any time.

12.3 Units forced to retreat. A defending unit that becomes Shaken as the result of combat must retreat. If the unit was already Shaken (and does not Rout), it remains Shaken and must retreat. Attacking units never retreat.

Design note: attacking units were frequently pinned to the ground and sometimes decimated by defensive fire, but they rarely gave up ground before the defenders launched some sort of Counterattack. There is a difference in the morale of troops and units between failing to take an objective and being driven off it. This is an excellent illustration of the inherent superiority of the attack in the moral (as opposed to the physical) realm.

12.4 Conduct of retreat. A unit forced to retreat after combat must retreat one hex, in any direction. The unit may retreat into a hex adjacent to an enemy infantry brigade, but it may not end its retreat there - it may stop next to an enemy artillery unit or Train. A unit that retreats next to an enemy infantry brigade must make a Morale Check: if it fails, it Routs (12.5); if it passes, it retreats one more hex. There is no maximum length of retreat - make a Morale Check and retreat one more hex until the unit reaches a hex not adjacent to an enemy infantry unit.

If a retreating unit causes an overstacking of the hex, it is automatically Routed.

Addition (errata): a unit that must retreat but cannot do so because it is surrounded is captured.

Addition (errata): a retreating unit may not stop adjacent to an enemy cavalry unit.

12.5 Rout. If a unit is Routed and can trace a path of hexes (of any length and direction) free of enemy units to its Train, place it in the Routed Units box. If it could not trace such a path, it is captured - give it to the opposing player.

If the army's Train has not yet entered play, trace the path to hex 1234 for the Confederates, and to hex 4000 for the Union. If the Train has entered play and a Routed unit cannot trace a path to it, but can trace a path to the appropriate hex, remove it from the game - it does not count for VP (4.3), but cannot return to play. See 7.5.

12.6 Effects of retreat and Rout on Support Brigades. If an infantry / cavalry brigade is Routed or forced to retreat (not after Elimination), all other infantry / cavalry brigades in the hex become Disrupted (if they are already Disrupted, there is no further effect). Make a Morale Check for each brigade. Any brigade that fails the check becomes Shaken (Routed if it is already Shaken) and must retreat (12.4). This does not apply to artillery units in the hex, but see 13.4. A Support Brigade that is not required to retreat remains in the hex and defends against any later attack in the hex. It may Counterattack the unit that has just attacked (19.0).

12.7 Advance after combat. If the defender's hex is empty after combat, the attacking unit may advance into the hex. If one or more other attacking brigades have declared an attack on the hex and have not yet resolved their attack (their attack is "wasted"), they may also advance into the hex - stacking limits apply.

13.0 Artillery

13.1 General. Artillery units are mainly support weapons for infantry and cavalry, but may also carry out Bombardments (14.0).

At the start of each player's turn, the moving player flips all of his non-Disrupted artillery units to their Ready side (front of the counter). During the next two player turns (one friendly turn, one enemy turn), each artillery unit may carry out only one of the following functions: it may 1) move, or 2) bombard, or 3) provide Support to an infantry / cavalry brigade, offensively or defensively, during a single combat.

Once an artillery unit has carried out any function, flip it to its "Fired" side - it may do nothing else until the start of its next player turn. The number in parentheses on the "Fired" side is used only when artillery defends a hex by itself (see 13.5).

An artillery unit that begins its player turn Disrupted may only move and/or recover from Disruption - the recovery costs 2 MP (7.3).

Clarification: when artillery is Disrupted, it is flipped to its "Fired" side (that is, it counts as having moved).

13.2 Status of artillery. Artillery units are affected by, and recover from, Disruption and Rout in the same way as infantry / cavalry brigades. Artillery never becomes Shaken (or Questionable).

Artillery is automatically Eliminated on any "E" result; do not make an Elimination check. An Eliminated artillery unit may be combined with any other Eliminated artillery unit under rule 7.7, regardless of differences in range and Support.

Design note: gunners, like most technical specialists, define themselves by their association with the machines of their trade (as opposed to infantrymen and cavalrymen, who define themselves as members of an organization). As long as the guns survive, the gunners will stay with them. Artillery units are therefore much less sensitive to the loss of cohesion (Shaken / Routed) that strikes infantry / cavalry.

13.3 Artillery movement. Artillery moves in the same way as infantry and cavalry, with the following exception. For the purposes of artillery movement only, roads and trails cancel all terrain effects: artillery pays 1 MP per hex and 0 MP per hexside crossed. This is not road movement, just the cancellation of additional movement costs. See 18.8 concerning artillery moving in a Hidden Movement Counter.

Clarification: artillery moving along a road still pays the stacking penalty.

13.4 Artillery Support. Artillery units may provide Support to infantry / cavalry brigades, both attacking and defending. The Support of each artillery unit lasts for one combat only. After artillery has provided Support, flip it to its "Fired" side. Terrain and Line of Sight rules (14.4) do not affect Support artillery.

Offensive Support may be given to any infantry / cavalry brigade stacked with the artillery unit. Add the artillery's Offensive Support Value to the Combat Differential. An attacking brigade may be supported by only one artillery unit. The artillery is not affected by the result of the combat.

Defensive Support may be given to any infantry / cavalry brigade stacked with or adjacent to the artillery unit. Subtract the artillery's Defensive Support Value from the Combat Differential. A defending brigade may be supported by more than one artillery unit in a given turn, but only one per combat. Artillery retreats (and becomes Disrupted) if it is stacked with an infantry / cavalry brigade that is forced to retreat and the artillery would otherwise be left alone in the hex; otherwise the artillery is not affected by the result of the combat.

Clarification: in theory, all units retreating from a single hex do so simultaneously. The owning player always chooses which unit is Routed (the term "Routed" in fact means that they continue to retreat in a Disrupted manner). This rule is harsh, perhaps too harsh. Feel free to establish a house rule if you think it is justified.

Artillery ALWAYS retreats with a retreating infantry or cavalry unit if it is otherwise left alone in the hex, and not only when it fires Defensive Support in that combat. Being flipped is only a relative reduction in combat power; the guns continue to fire, but so slowly that they have no impact on the battle.

13.5 Artillery defending alone. Artillery alone in a hex may be attacked by an enemy infantry or cavalry unit. There may be more than one artillery unit in the hex - "alone" here means that no infantry or cavalry is stacked with the artillery. Only one artillery unit may defend the hex. Combat is resolved normally (11.0), using the artillery's Defensive Support Value as its Combat Rating (if the unit has already fired, use the number in parentheses on the back of the artillery).

  • On any "DE" result, it is Eliminated.
  • On any other "D" result, the artillery is Disrupted - ignore any "#" or "R" result - and may be captured. Roll one die. On a result of 1-2, the artillery is captured. On a result of 3-6, the artillery must retreat (12.4). If there is more than one artillery unit in the hex, units that did not take part in the combat must also retreat (but are not subject to Elimination). Make a separate capture die roll for each.

Artillery does not contribute to the defense of a hex if it is stacked with infantry or cavalry, except by Support. Artillery may not attack alone (except by Bombardment).

14.0 Bombardment

14.1 General. An artillery unit that has not fired and is not Disrupted may bombard any hex occupied by the enemy (the target hex) during its Combat Phase, provided that a Line of Sight to the target hex exists (14.4) and the target is within range (14.5). Make this check before the Bombardment is declared.

All artillery Bombardments must be declared during the preceding Movement Phase (8.4). Once a target has been declared for a given artillery unit, it may not be changed to another target. Each artillery unit fires alone, unless it coordinates with other artillery units (14.7).

14.2 Multi-unit Bombardment. Any number of artillery units, in the same hex or in different hexes, may fire at a single target. Up to three artillery units may bombard from a single hex. Artillery units firing from the same hex may fire at the same target or at different hexes. If two or three artillery units in the same hex fire at the same target, they may coordinate their fire (14.7). If there are two or three units in the target hex, the bombarding player may choose any of the units as the target - he is not obliged to fire at the superior unit. A single Bombardment may affect only one target unit.

14.3 Bombardment procedure.

  1. Locate the column on the Bombardment Table corresponding to the number of artillery units firing. The "1" column will be used unless two or three units are coordinated.

  2. Roll one die. Cross the result of the die roll with the column.

  3. Apply the result of the Bombardment. Bombardments never cause retreat.

14.4 Results of a Bombardment. (The source prints this heading as 14.4; the Line of Sight rule below is also printed as 14.4, so the numbering is duplicated as printed.)

  • A: the artillery unit or units that bombard are Disrupted.
  • -: no effect.
  • D: the target unit is Disrupted; if it already is, no further effect.
  • DR: the target unit is Disrupted and must make a Morale Check; if it fails, it Routs (12.5); if it passes, it becomes Shaken - if it is already Shaken, no further effect. The unit does not retreat.
  • DER: the target unit is Disrupted and must make an Elimination check (an artillery target is automatically Eliminated). If it survives, it must make a Morale Check; if it fails, it Routs (12.5); if it passes, it becomes Shaken - if it is already Shaken, no further effect. The unit does not retreat.

14.4 Line of Sight. A Line of Sight (LOS) is a straight line running from the center of the bombarding artillery's hex to the center of the target unit's hex. If a hex or hexside along the LOS is blocked, the artillery may not carry out the Bombardment. If the LOS follows a hexside and a hex adjacent to that hexside is blocked, the LOS is blocked.

Clarification: only the intervening hexes are considered, not the terrain in the hexes where the units are located.

Artillery is either on a hill or at ground level (any hex without a hill). Artillery firing from a hill hex to a hill hex is blocked only by woods (heavy or light) at hill level (any combination of woods and hill in a hex). Artillery firing from a hill to ground, from ground to a hill, or from ground to ground is blocked by any hill, woods (heavy or light) or town hex.

Terrain blocking the Line of Sight (LOS):

Target unit is on \ Firing unit is onHillGround
HillWoods at hill levelWoods, hill, town
GroundWoods, hill, townWoods, hill, town

Design note: the LOS rules are written mainly for simplicity, but are deliberately biased against the firing artillery unit. This is done because artillery should not be a deadly ray in this game - it was not that effective. I have stayed away from several different elevations because there are simply not many elevations on the battlefield. Even the highest usable hill - Cemetery Hill - does not offer enough elevation for the artillerymen on it to see targets behind the woods, the other hills and so on.

14.5 Range. This is the number of intervening hexes through which the artillery unit can fire - do not count the hex in which the artillery is located and do not count the target hex. Add two to the range of an artillery unit bombarding from a hill (of any size), even if the target is also on a hill.

Bombardments may be carried out against adjacent units, and artillery may bombard normally even if other enemy units are adjacent. A Bombardment counts as an attack for the purpose of generating enemy Counterattacks (19.0).

Design note: range has no effect on the effectiveness of bombardment because the effect of bombardment is mainly moral - any loss of accuracy would be offset by the increased sense of helplessness of the target (the farther away the artillery, the less the target can do about it).

14.6 Terrain effects on Bombardment. Artillery may not bombard into a hex of heavy woods or town, even if the target hex is adjacent to the bombarding artillery unit. Artillery may not bombard a unit if the LOS crosses a protected hexside and the target unit is in the same hex as the protected hexside; that is, the protected hexside does not block the LOS to units in other hexes (artillery would be able to provide offensive and defensive Support in such terrain - see 13.4). Terrain never changes the result of the Bombardment or the column used.

Design note: almost every Civil War battle has an example of troops in the woods who believed themselves safe from artillery fire, and were then mown down by shells and, worse still, by splinters and falling branches. In no case have I been able to determine that the bombardment was deliberate (the gunners did not fire into the woods because they could not see their targets), but it was generally a case of fire over another target. On July 3rd, Pickett's men suffered "heavy" losses - a few hundred at most - from Union artillery fire on the Confederate firing line. These losses were simply not significant in game terms.

14.7 Coordination in Bombardment. Two or three artillery units stacked together may attempt to coordinate during a Bombardment. Roll one die for the stack. If the die roll is less than or equal to the Army's Coordination Value (2.11, 11.6), the coordination succeeds; use the "2" or "3" column of the Bombardment Table. Make a single roll for the whole Bombardment - do not make a separate roll for each artillery unit.

If coordination fails, each of the artillery units must fire at the target unit separately - they may not fire at another target during that player turn.

Artillery in different hexes firing at the same target may not coordinate - it must fire separately. It is possible for a coordinated stack and other artillery units to fire at the same target, or for two or more coordinated stacks to fire at the same target.

Design note: although rarely achieved, massed artillery could destroy enemy formations. In general, artillery caused some losses (probably more than is generally believed), but its main effect was psychological. Exploding shells had a physical effect (concussion) on individuals, the noise made it much harder to hear shouted orders, and the smoke of exploding shells heightened the soldier's sense of physical isolation. The troops were also frustrated at not being able to strike back against the guns (which is why infantry commanders strove to keep the Support guns close at hand).

15.0 Cavalry

15.1 Accelerated movement of cavalry. A cavalry unit that is not Disrupted may double its movement rate in any hex in which it begins and remains at least two intervening hexes from all enemy units. The cavalry is automatically Disrupted at the end of this movement. When using accelerated movement, cavalry may also use road movement (6.3 and 8.3), but may not make a Forced March (22.4).

Design note: there is no differentiation between mounted and dismounted cavalry. I assume that individual cavalry units mount and dismount as circumstances dictate, and that orders are given by unit commanders, and not by the army commander whom the player represents.

15.2 Cavalry and enemy infantry. Make a Morale Check for a cavalry brigade each time it moves into a hex adjacent to enemy infantry: do not make a Morale Check if infantry moves next to the cavalry, if the cavalry moves into a hex adjacent to it by advancing after combat (12.7), or if the cavalry charges (see 15.5). If the cavalry fails the check, it becomes Shaken (if it is already Shaken, there is no further effect). See 8.6(4).

15.3 Hindrance. Each time an infantry brigade (only) attempts to leave a hex adjacent to a cavalry brigade (only - if it is also adjacent to infantry, rule 8.6(2) takes priority), roll one die. On a result of 4, 5 or 6, the infantry brigade must pay one additional MP to leave the hex. If the infantry has already spent 3 MP during its movement, it may not enter the next hex unless it makes a Forced March (22.4). This penalty applies each time infantry leaves a hex adjacent to a cavalry unit, whether the hex it must enter is adjacent to the same cavalry unit or to another one.

Example: unit A plans to move along the path a-b-c-d-e. On leaving (a), it must make a Hindrance test. A "3" is rolled; no effect. On leaving (b), a "6" is rolled; A must pay one additional MP. On leaving (c), a "5" is rolled; A may move into hex (d) only if it makes a Forced March.

(Note that unit 1 does not make a Morale Check under 15.2 because it does not move next to enemy infantry; the enemy infantry moves next to it.)

15.4 Retreat before combat. At the time of combat, cavalry may attempt to retreat in the face of an attack by enemy infantry (only). Roll one die: cavalry may retreat on a result of "1" to "4". Normal retreat rules apply. The infantry may advance, and is subject to a Counterattack. This retreat may be made even if an enemy cavalry unit has declared an attack against the defending cavalry in the same Combat Phase - the retreat is made at the time the infantry attacks.

15.5 Cavalry charges. Cavalry units that are neither Shaken nor Disrupted may charge an enemy infantry unit in clear terrain. The enemy unit may not be stacked with cavalry or artillery, but there may be more than one infantry unit in the hex. The charging cavalry unit may not spend more than 2 MP. Resolve the charge like any other combat. Treat any result with a "D" as a "DR" result, but also make an Elimination check if the TRC calls for one.

If the charging cavalry is neither Eliminated nor Routed in the combat, it is automatically Disrupted and Shaken (even if it won).


Note for beginners. Rules 16.0 to 19.0, and section 22.0, are optional rules. They add a certain complexity to the game. We recommend not using them until you are comfortable with the game system.

16.0 Command Control

16.1 General. The Command Control State of an army reflects the capacity of the organization to carry out the wishes of the player (commander) at a given moment. There are four command control states: Attack, Restricted, Passive and Panic. The last three states impose certain restrictions on the army's ability to move and attack.

Design note: the command counters do not represent only Lee and Meade. They are rather a general representation of the command structure of each army. The Initiative and Command Factors are strongly focused on the capabilities and characteristics of the commander; the Coordination Factor is more focused on the general professionalism of the subordinate officers of each side.

16.2 Determining the Command Control State. At the start of each player turn, the moving player rolls two dice and compares the result to the Command Span on his leader counter. If the result is higher than the highest number of the range, the army is in Attack state; place the Army Marker in the Command Control Box with its front side visible. If the result is within the range (inclusive), the army is in Restricted state; flip the counter to its reverse side (if it is already on the reverse, leave it there). If the die roll is lower than the lowest number of the range, the army is in Passive state; place the marker, reverse side visible, in the part of the Command Control Box marked "Passive". If the die roll is less than the Panic Rating of the counter, the army is in Panic state; place the marker, reverse side visible, in the part of the command box marked "Panic".

16.3 Attack state. All units of the army may move and attack normally.

Design note: Gettysburg consisted of about 10-12 hours of combat "crammed" into three days. The low probability of reaching Attack state reflects the physiological problems each army faced at that moment - it was hot, there was humidity, and both armies had completed exhausting marches - as well as the caution of the Army of the Potomac's command structure, and the apparent inability of Lee and his corps commanders to pull themselves together.

16.4 Restricted state. No unit of the affected army may move adjacent to an enemy infantry brigade (only - units may still move adjacent to and attack enemy cavalry and artillery), except:

  1. if another friendly unit begins the turn adjacent to the same enemy unit and declares an attack against it; or

  2. Correction (errata): the moving unit moves adjacent to another friendly unit that began its turn adjacent to an enemy unit (the same or another) and that has declared an attack.

Correction (errata): units already adjacent to enemy units may attack normally, but remain bound by these movement restrictions (so a unit beginning adjacent to an enemy unit may not move into a DIFFERENT hex adjacent to the same unit, unless one of the two conditions above is met). Artillery Bombardments are not affected by these restrictions.

Clarifications:

  • Once a unit is adjacent to an enemy unit, it may always attack.

  • If a unit may move adjacent, it may stack.

  • You may not have one unit become adjacent, then move another, then use the unit that has just moved to trigger the movement of another unit; it would have to wait until the next turn.

Commentary: first, the difference between (1) and (2) is that (1) allows the moving unit to become adjacent to an enemy unit selected because it is already being attacked, whereas (2) allows the moving unit to become adjacent to a friendly unit selected because it is conducting an attack. Note that (1) allows the moving unit to move adjacent to an enemy unit without necessarily being adjacent to another friendly unit, whereas (2) requires being adjacent to a friendly unit.

Design note: I assume that commanders on the line would always be willing (and within the limits of their authority) to support or reinforce an attack in progress, but would not be in a position to launch a new offensive.

16.4 Restricted state (optional modification). (The source prints this heading with the same number, 16.4, as the Restricted state rule above.) During any turn in which an army is in Restricted state and has no infantry brigade adjacent to enemy infantry brigades (friendly infantry may be adjacent to enemy cavalry or artillery), one friendly infantry brigade may be moved adjacent to an enemy infantry brigade (as if the moving brigade were in Attack mode). No other infantry brigade may move adjacent to enemy infantry in the same turn. This modification does not apply if only one infantry brigade begins the turn adjacent to enemy infantry.

Design note: this means you can always start something. If the brigade that moves adjacent manages to stay there, other brigades may move adjacent the following turn, in accordance with the usual restrictions of 16.4. A dogfight can lead to a battle - Napoleon.

16.5 Passive state. No unit of the affected army may move adjacent to an enemy infantry brigade (only - units may still move adjacent to and attack enemy cavalry and artillery), regardless of the presence of other friendly units.

Correction (errata): Hidden Movement Counters (18.0) may not be created, voluntarily removed, or moved into a hex that can be observed by an enemy unit - within this restriction, HMCs may move normally.

Units already adjacent to enemy units may attack normally, but remain bound by these movement restrictions (so a unit beginning adjacent to an enemy unit may not move into another hex adjacent to the same unit). Artillery Bombardments are not affected by these restrictions.

Clarification: reinforcements may always enter a Hidden Movement Counter (HMC).

16.6 Panic state. An army in Panic state suffers all the disadvantages of the Passive state, and in addition no attacking or bombarding unit may use coordination (11.6, 14.7). The army is also subject to the loss of control of units (17.0 - use of this rule is strongly recommended).

Addition (errata): Hidden Movement Counters (18.0) may not be created, voluntarily removed, or moved at all. Exception: HMCs entering the map as reinforcements may move only in their turn of entry, but they may not enter hexes that can be observed by an enemy unit.

Design note: the term "Panic" does not mean that the troops panic outside the terrain. It refers to the state of mind of the army's commander (and/or his subordinates), who is very uncertain of the location and intentions of the enemy, and who has doubts about his own plans and capabilities.

17.0 Loss of Unit Control

17.1 General. At the start of the moving player's turn, when the moving army is in Panic state, the non-moving player rolls a die. The result is the number of chances he has to take control of the moving player's units.

Design note: all the games I have played that have command control rules generally have a method to prevent a player from doing something, but I have never seen a mechanism that accounts for the colossal errors or ill-advised initiatives of subordinate leaders that have really killed armies - for example, (no doubt) Sickles moving his corps at Gettysburg, Wood withdrawing from the line at Chickamauga, or A.P. Hill's attack at Bristow Station. This leads to a situation in which players know less what can go wrong than the limits of what can go wrong. This makes players less cautious, especially with regard to holding reserves, than their historical counterparts.

I really wanted a situation in which the owning player does not have absolute control of his own army: by giving the opponent the power to move the units, the movement is almost guaranteed to be as stupid as possible for the owning player. This idea was inspired by the mind-control rules of Creature That Ate Sheboygan and by our test of Lion of Ethiopia, in which we considered a Mussolini counter that the Ethiopian player could control.

17.2 Procedure for unit control. Each chance gives the defending player the opportunity to try to take control of a unit. Each chance may be played only once; if the attempt fails, the chance is lost. Chances may not be accumulated from one turn to another. Only one chance may be played on a given enemy unit during a single turn.

17.3 Taking control. To take control of a unit, wait until the owning player is about to move it. Stop him. Roll one die. On a roll of 1, 2 or 3, the defending player takes control of the unit. On a result of 4, neither player controls the unit - it stays in place, may not attack (or bombard), and may not recover from Disruption. On a 5 or 6, the owning player controls the unit and may use it normally.

If the defender still has chances after the moving player has finished moving all the units he wishes, he may attempt to take control of any unit that has not moved, using the same procedure, but he may do so only on a roll of 1 or 2. On a roll of 3-6, the owning player may use the unit normally.

Clarification: the Panic state applies only to units on the map. The player may not take control of reinforcements that are to enter during the Turn.

17.4 Effects. The defending player may have the controlled unit carry out any legal action, including movement (in any direction), attack, and so on. He may not force it to do anything not permitted by the rules; he may not deliberately overstack a hex; he may not make it attack another enemy unit; and (for artillery) he may not make it bombard an empty hex. If he has the controlled unit declare an attack, the owning player (attacker) may attempt to coordinate the attack with one or more other units. The controlling player may move a controlled unit adjacent to one of his own infantry brigades, even if the owning player could not have done so had he controlled the unit.

Clarification: the owning player has no say in the order of attacks.

17.5 Hidden Movement Counters. Hidden Movement Counters may be moved even if the owning player could not move them himself during that turn. However, they may be removed only if they move into the field of observation of an enemy unit.

Clarification: if an HMC is removed, the units it contains must be deployed and are uncommanded.

Note to players: remember that the moving player could not have moved the HMC himself, so the non-moving player may take control of it only on a roll of 1 or 2.

18.0 Hidden Movement

18.1 General. Both sides may use Hidden Movement Counters (HMC) to conceal their units and their intentions. Each HMC has a silhouette on its front and an Arabic numeral on its back. The numeral corresponds to a box on the Hidden Unit Display. Each side has only 8 HMCs - this is a design limit; players may not create additional HMCs.

Design note for solitaire players: it is difficult to make hidden movements in solitaire, but I found the following solution viable. Place 4-6 units in an HMC, then place that HMC on the map with a dummy HMC - you should not know which is which. Move the two counters as if they contained units. It is not the same thing, but it will add an element of surprise to the game.

18.2 Creating an HMC. To create an HMC, place it in a hex that cannot be observed by any enemy unit. A hex can be observed if an enemy unit is either adjacent to the hex, or has a Line of Sight (14.4) of 5 hexes or less (7 or less from a hill) to the hex: all friendly units (except the Train) located in the same hex or in an adjacent hex may be removed from the map and placed in the corresponding box on the Hidden Unit Display.

No unit placed in an HMC may have moved during that Movement Phase. The marker may not move during the turn of placement. More than one HMC may be created in the same hex during the same turn, subject to stacking limits. HMCs are created during the Movement Phase of the owning player.

18.3 Movement and stacking of HMCs. HMCs move in the same way as all other units in the game, with two exceptions: they have a movement allowance of 6 MP, and they may use road / trail movement (see 6.3 and 8.3). HMCs may stack freely with other units and with other HMCs. Each HMC counts as a single unit for stacking.

Design note: limiting road movement to HMCs was a practical means of forcing players to create genuine reserves. Without HMCs, units would not be able to move far enough and fast enough to counter a distant enemy threat. The time needed to create an HMC represents the planning and coordination needed to gather and prepare orders for a reserve.

18.4 Removal of an HMC. An HMC may be removed voluntarily during the Movement Phase of the owning player: remove the HMC before it is moved and deploy the units under rule 18.5. The units may move normally.

An HMC must be removed (involuntarily) as soon as it can be observed by an enemy unit (even the Train). An enemy unit may observe the HMC if it meets the conditions of 14.4 / 18.2. Observation may take place during the Movement Phase of either player, or during advance / retreat after combat.

Clarification: a side in Restricted, Passive or Panic state may move adjacent to an HMC (for example, if the HMC is in the middle of a large wood).

If an HMC must be moved (during its Movement Phase) into a hex that can be observed by an enemy unit, remove the HMC before it moves. Deploy the units it contains under 18.5 - they may move normally.

Each time an HMC is removed, show the Arabic numeral on its back to the opposing player so that he can check the units it contains. A removed HMC may be reused, but not in the same player turn in which it was removed; if it is removed during an enemy player turn, it may be reused in the next friendly player turn.

18.5 Deployment of units from an HMC. When the HMC is removed, the units it carries must be placed on the hex that contained the HMC or on any adjacent hex (within stacking limits). In cases where the HMC is removed because an enemy unit is adjacent to it, the hidden units may not deploy into hexes occupied by the enemy, but may deploy adjacent to enemy units.

18.6 Decoys. A decoy marker may be placed on the map without any unit in it. Decoy markers act in every respect as a normal Hidden Movement Counter. Decoy markers may be created only at the same time and in the same hex as an HMC with units. More than one decoy may be created in a hex with a single HMC containing units.

Design note: Clue, clue.

18.7 HMCs and reinforcements. Reinforcements may enter HMCs. Decoys may enter the same hex and in the same turn as an HMC with units. Any number of HMCs (with or without units) may enter the map during a single turn.

18.8 HMC anomalies. Shaken units in HMCs may still make a recovery roll (assuming they are far enough from any combat to regain control, even if they are marching). Artillery units in HMCs may move into rough hexes, and cross slope, ravine and stream hexsides at no additional cost (assume that the batteries take a long route and join the HMCs elsewhere). Artillery may not be deployed in rough hexes when it leaves an HMC. Artillery always deploys on its Ready side, regardless of the movement of the HMC.

19.0 Counterattacks

19.1 Counterattacks in general. Each time an attacking unit advances as the result of combat (12.7), or attacks and does not advance, or an artillery unit carries out a Bombardment, an adjacent enemy unit may counterattack. The Counterattack must be declared immediately after the resolution of the initial combat. A unit may not be counterattacked if it has declared an attack but has not resolved it (because the defending unit was Routed / retreated / Eliminated by a previous attack).

A Counterattack is carried out like any other combat, except that it is inserted into the sequence of combats by the opposing player. Artillery that has not declared a Bombardment may support the advancing brigade - for this combat only, the attacker becomes the defender and vice versa. Resolve the Counterattack before moving on to the attacker's next declared combat (of the moving player).

Design note: one of the most remarkable aspects of Civil War battles is the frequency of back-and-forth fighting over a single field (such as the famous wheat field at Gettysburg). With 90 minutes per game turn, the normal combat sequence is simply not fast enough to show these fights. The Counterattack rules may be a little complicated at first, but players will quickly become accustomed to them. Players are warned that using this rule will considerably accelerate the dismemberment of their armies.

19.2 Eligible units. Any defending unit against which no infantry / cavalry attack was declared during the preceding Movement Phase, and which has not already been engaged in a regular combat (no Bombardment) during the current Combat Phase, and which is adjacent to the unit that has just advanced, may launch a Counterattack against that unit.

19.3 Counterattacks. If the defending unit that counterattacks succeeds in driving the previously advanced attacking unit out of the hex, the counterattacking unit may advance. If the attacking player has another unit adjacent to the hex, and that unit has not already taken part in a combat during this Combat Phase and has not declared an attack on another hex, he may launch a Counterattack against the counterattacker. There is no limit to the number of Counterattacks that may be carried out in / around a single hex during a single Combat Phase. Coordination never applies to Counterattacks.

20.0 Night and Rain

20.1 General. Turns 11 and 12 of each day are night turns. All rules remain in effect except those modified in this section.

20.2 Effects of night on movement. Any unit moving at night is automatically Disrupted.

Errata: no Forced March (22.4), and LOS is limited to an absolute maximum of three hexes.

Clarification: if units deploy from an HMC during a night Turn, they are Disrupted.

20.3 Effects of night on combat. No coordination is possible. Treat all "D" results as "DR"; treat all "A" results as "AR". Ignore all "E" results.

20.4 Effects of night on artillery. Artillery may not bombard or provide Support. It may defend itself (13.5).

20.5 Rain. From Turn 3 of July 4th, the Confederate player rolls a die at the start of each game turn to determine whether it rains. Rain begins on a roll of 1-3. If rain begins, the game ends (see 4.1).

21.0 Train

21.1 General. Train units represent the logistical center of gravity of each army. They are important for recovering Routed and Eliminated units, and for victory. At the start of each player turn, the moving player may flip his Train to its non-moved side as long as it is not adjacent to an enemy unit.

21.2 Trains and movement. Trains may move only along roads and trails. They pay 1/2 MP per road hex and 1 MP per trail hex. Trains may not voluntarily move into a hex where an HMC could be observed (18.2). If the Train moves, flip it to its Moved side (reverse) - Routed and Eliminated units may not return to play during a turn in which the Train moves.

21.3 Trains and stacking. Trains do not count for stacking, and have no effect on the movement or stacking of other friendly units. Enemy units may not enter a hex with the Train.

21.4 Trains and combat. A Train may be attacked by any enemy unit except the Train. Artillery attacks by bombarding the Train; infantry and cavalry attack by declaring their attacks normally. There is no combat resolution: the Train never retreats, is not destroyed and cannot be captured. Each enemy attack on the Train scores one VP for the attacker.

21.5 Trains and re-entry. Units that re-enter the map from the Routed Units box or the Eliminated Units box may be placed adjacent to the owning player's Train at the end of that player's Movement Phase. See 10.4. Units may not return to play if the Train has moved or is adjacent to an enemy unit. Once a Train has left the map, for whatever reason, the owning player may not place units back on the map.

22.0 Other Optional Rules

22.1 Alternative entry of reinforcements. As an alternative to 10.3, if the entry hex for reinforcements is blocked by enemy units, the reinforcements may enter the map in the following game turn in the nearest available entry hex. For example, Union unit 66 must arrive in entry hex F (4000) on Turn 1, July 2nd. If this hex is blocked, the unit may enter on Turn 2 in hex E (2600); if that hex is also blocked, it may enter in hex G (4219).

22.2 Disengagement. An infantry brigade that begins its movement adjacent to, or within one hex of, an enemy infantry brigade may move more than one hex during its movement, provided that it does not enter another hex adjacent to an enemy infantry brigade. The moving brigade may move with its full movement allowance. At the end of its movement, it becomes Disrupted and must make a Morale Check to become Shaken; if it is already Shaken, it makes a Rout roll.

Clarification: a unit that disengages and fails its Rout roll may re-enter via the Train in Part C of the same Movement Phase.

22.3 Questionable status. When an infantry / cavalry brigade returns to the map from the Routed Units box (only - but not when it returns from the Eliminated Units box), place a "Questionable" marker on it. At the moment the brigade engages in combat, offensive or defensive, make a Morale Check for it. If it passes the check, remove the marker. The brigade may operate normally.

If the brigade fails the check, it becomes Shaken and must retreat (if it attacks, it does not retreat, but does not complete the attack); if it is already Shaken, it is Routed.

Recovering from the Shaken state does not affect the Questionable state; the only way to recover from the Questionable state is to engage in combat.

22.4 Forced March. Any unit that is not Disrupted may make a Forced March during its movement. Units on a Forced March may move 1 or 2 additional MP. At the end of the march, the unit is Disrupted. HMCs and cavalry using accelerated movement may not make a Forced March. Infantry brigades that begin their movement adjacent to, or within one hex of, any enemy infantry brigade may not use the Forced March to move more than one hex.

22.5 Demoralization. At the start of each player turn, count all infantry brigades of the active player only that are out of play (see 7.5 and 8.5) and/or in the Destroyed Cadres, Routed Units and Eliminated Units boxes. In each turn in which there are 15 or more brigades in these piles, subtract 2 from that player's command roll.

22.6 Return to the map (new optional rule). This rule may be used instead of the restrictions of rule 8.5. During each friendly movement phase beginning three turns after the turn in which a unit left the map (whether it was voluntarily moved off by the owning player, moved off by the enemy player following loss of control of the unit, or moved off following a retreat after combat), roll a die for the unit. On a result of "1", the unit returns to the map at entry hex A (1234) for the Confederates, or at hex F (4000) for the Union. On a successful roll, the unit enters during this turn under rule 10.2.

Translator's note: the French text gives both a result of "1" and "a successful roll" for the return, without defining the range of successful results. It is transcribed as printed.

Re-entry is voluntary; units that do not re-enter the map do not count for VP. If an HMC is moved off the map, it may remain in place or be returned to its box, at the discretion of the owning player, whatever the army's command state. If it returns, all units in the HMC are deployed off-map. If an HMC is kept off-map, it is enough to make one roll to bring it back onto the map, not one for each unit it contains. A decoy HMC may be kept off-map.

23.0 Scenarios

23.1 General. Each of the following scenarios simulates part of the complete battle. The scenario instructions list the special rules and victory conditions. Otherwise, all the rules of the game are used in every scenario. During a scenario, each side receives the units that would normally enter play in that turn in the complete battle game (3.3). If a unit does not appear in the setup instructions and does not enter play as a reinforcement, it is not used in the scenario.

The setup instructions give the setup hex of each unit of the scenario in this format: unit - hex number. In hexes containing more than one unit, the stacking order is at the discretion of the owning player. Unless otherwise indicated, all units begin each scenario in Normal state. An "s" after a unit's ID means that the unit is Shaken (and Questionable if 22.3 is used). An "h" after a setup hex means that the player may deploy the unit or units in one or more Hidden Movement Counters (plus 1 decoy per HMC) in that hex, or deploy the unit itself in that hex or any adjacent hex.

23.2 McPherson's Ridge. Around 1:30 on July 1st, the I and XI Union Corps had established a line to the north and west of Gettysburg. Their mission was to delay the Confederates while the rest of the Army of the Potomac marched to join them. The occupation of the hills is used to determine victory, because Cemetery Hill was the most prominent feature near the town, and both sides were drawn to it.

Start: July 1st, Turn 6 End: July 1st, Turn 10

Setup:

  • Confederates: 17-1017, 18-1116, 19-1115, 20-1015, 21-1216, 27-1125, 28-221, 30s-1222, 31-1123, 32-1323, 41s-2128, 42-1828, 44-1928, 45-2029, 46-1830, 47-1729, 48-1630, 49-1529, 50 to 52-1628
  • Union: 1-1925, 2-1723, 3-1523, 4-1624, 5-2025, 6-1825, 7-2025, 8-1824, 50-1419, 511519 (as printed; the second unit's hex is printed without a hyphen, probably 51-1519), 52-2319, 53-2420, 54-1621, 55-1520, 56-2420, 57-1620, 72-2226, 73-1817

Victory: Do not use the Victory Point table given in 4.3. The Confederate player wins if he has at least two infantry brigades on one or more hexes of Cemetery Hill at the end of Turn 10. Any other result is a Union victory. Cemetery Hill is the mass of 13 hill hexes centered on hex 2621.

Special rules: if the command control rules are used, the Confederate army is in Attack state on Turn 6.

23.3 The First Day. This scenario is similar to McPherson's Ridge, but both players have more time and more options to fulfill the victory conditions.

Start: July 1st, Turn 1 End: July 1st, Turn 10 Setup: use the setup given in 3.2. Victory: same as in 23.2. Special rules: none.

23.4 The Second Day. This day sees the most serious fighting of the battle. The Confederate victory conditions are based on destroying the Union army's ability to fight. The Union army does not yet have a real plan because it is still in the process of assembling.

Start: July 2nd, Turn 1 End: July 2nd, Turn 10

Setup:

  • Confederates: 1 to 10+15&16-1628h, 17-1918, 18-2119, 19-2118, 20-1412, 21-1918, 22-2114, 23-1913, 24-2013, 25-2012, 26-2014, 27-2024, 28-2120, 30-1922, 31-2121, 32-2123, 33&34-1721, 35-2524, 36-2825, 37-2625, 38-2926, 39-2725, 40-2825, 41 to 45-1926h (41s, 43s), 46-2323, 47-2324, 48-2425, 49&50-2424, 51-2323, 52-2524, 54.1207 (as printed), Train-1628
  • Union: 1-2621, 4-2721, 6-2720, 7-2519, 8-2517, 9 to 20-3119h, 21-3320, 22-3520, 24-3120, 25-3220, 27-3119, 28-3420, 50s&51s-2419, 52-2520, 53-2420, 54s&55s-2319, 56&57-2420, 58-2517, 59-2617, 60-2716, 61-2616, 62-2516, 63&64-2617, 65-2821, 72-3225, 73-3425, Train-3212

Victory: use the Victory Point table of 4.3. Subtract the Union's total VP from the Confederates' total VP. The Confederate player wins if the result is 20 or more and if the Union player has at least 10 units in the Eliminated Units, Routed Units and Destroyed Cadres boxes combined.

Special rules: the Union player may not move his Train unless it can be observed (18.2) by a Confederate unit.

23.5 Little Round Top. This scenario concerns the actual Confederate assault during the last hours of daylight on July 2nd. The assault aimed to break the Union line and destroy the Union troops concentrated around Cemetery Hill.

Start: July 2nd, Turn 7 End: July 2nd, Turn 10

Setup:

  • Confederates: same as 23.4 except: 1-3626, 2-3826, 3-3925, 4-3726, 5-3626, 6-3227, 7&8-3427, 9-3327, 10+15&16-3526
  • Union: same as 23.4 except: 4-2519, 6-2619, 7-2519, 9&10-3020, 11&12-2920, 13-2820, 14-2721, 15-2821, 16-2620, 17-2621, 18-2720, 19-2621, 20-2721, 21-3225, 22-3522, 23-3424, 24-2923, 25-3024, 26-3322, 27-3024, 28-3322, 29-3119, 30-3118, 31-3120, 32-3116, 33-3117, 34-3016, 35-3015, 36-3015, 37-3016, 38-3015, 65-2719, 66-2517, 67-3218, 68-3225, 69-3218, 70-2520, 71-3218, 72&73-off map

Victory: do not use the Victory Point table of 4.3. The Confederate player wins if, at the end of Turn 10, 1) he has at least two infantry brigades on the Taneytown Road anywhere between hexes 2720 and 3219, inclusive; or 2) he has at least one infantry brigade on the Baltimore Pike anywhere between hexes 2518 and 3016, inclusive; or 3) at least 12 Union infantry brigades have been Eliminated or Routed.

Special rules: the Confederate army is in Attack state for Turn 7. The Confederate player may move only units 1-10, 15 and 16 on Turn 7. The Union player may move only units 29 to 38 on Turn 7.

24.0 Designer's Notes

"Another Gettysburg game?", I hear you cry. I have always wanted a game playable at the brigade level on this battle, but most games at the brigade level (and below) were too complex to be fun, while simple games tended to use divisions or (gasp!) half-divisions.

I began this design with a few key concepts in mind, and although the game changed a great deal during its development, these basic ideas remained intact.

First, I did not want simply to recreate the historical battle. By extending the map, especially to the east, the players have more flexibility to reach their objectives. These objectives, the victory conditions, have been structured to "reflect" the historical situation - I especially did not want Cemetery Hill to be the central and final point of the battle: it is only a hill, and not much more. The Confederate must destroy a large part of the Union army and/or march on Baltimore to win. The Union player must not only stop Lee, but must annihilate his army.

Second, I do not like games in which the players have perfect control of their own armies - Lee and Meade would probably laugh if someone suggested they had it. I prefer to think that the player has made a "quantum leap" into the skin of Meade or Lee. He must try to force his army to do what he asks, but all his subordinates will think he is the original, and will do what they think he wants to do, based on past experience and not only on current orders. Even in the middle of a war for national survival, an individual will pursue the course of action best calculated to improve his position in the hierarchy - the true self-sacrificing patriots are a rare breed.

The command control rules, and especially the loss of unit control rules (one of my favorites), handle this in a comfortably abstract manner. Leader counters can do the same thing, but that requires many counters, can only with difficulty handle the cross-attachments of units, and, paradoxically, gives players too much control: they can ensure that their units are commanded, and can take steps to protect themselves from bad leaders, who are known in advance. The use of leader counters is an excellent example of the fact that more detail means less simulation: it is a mistake to equate the volume of data with the precision of the simulation. The abstractions here place the player in the position of his historical counterpart in that he does not know where the errors will occur.

The third major concept was the combat system. Using brigade-against-brigade combat allowed me to concentrate on the morale of units rather than their numbers. The one-on-one approach also better reflects Civil War combat than a system allowing units to gang up on defenders. The coordination rule takes the place of multi-unit attacks - all attacks are sequential, but if they follow each other closely enough, the defender will be exhausted.

The reduction in unit size reflects the capacity of a brigade to bear losses, which seems to me accurate - large brigades did not necessarily fight better, but they certainly lasted longer than small ones.

One-on-one combat also allowed me to avoid "rifle counting", the lowest form of game: how many times in history has a general refused an extra unit because "it will do me no good, I already have a one-in-three chance". Instead, the combat system is intuitive: more is better, and the best units are better. Once again, this emphasizes the role of the player as army commander rather than as a low-level troop leader.

The absence of automatic results on the TRC supports the rest of the combat system. A given unit may hold for several turns or collapse at the first attack. This gives the game the right "feel" - all the brigades in this battle were fit for combat (even the XI Corps): the qualitative differences were not so extreme that a unit was invincible or mere cannon fodder.

The last major concept is hidden movement. No subtle analysis here: I simply do not see how one can design a battle game without including a method to create uncertainty as to the strength and dispositions of the enemy.

Annex: Unit Identification (2.5)

Unit identifications are used only to set up the scenarios; they have no effect on play (see 2.5).

Confederate Army of Northern Virginia

Corps of Longstreet

  • Division of Hood: 1-Anderson, 2-Benning, 3-Law, 4-Robertson, 5-Henry
  • Division of McLaws: 6-Barksdale, 7-Kershaw, 8-Semmes, 9-Wofford, 10-Cabell
  • Division of Pickett: 11-Armistead, 12-Garnett, 13-Kemper, 14-Dearing
  • Artillery: 15-Alexander, 16-Eshleman

Corps of Ewell

  • Division of Early: 17-Gordon, 18-Hays, 19-Hoke, 20-Smith, 21-H. Jones
  • Division of Johnson: 22-Jones, 23-Nicholls, 24-Steuart, 25-Walker (Stonewall), 26-Latimer
  • Division of Rodes: 27-Daniel, 28-Doles, 29-Iverson, 30-O'Neal, 31-Ramseur, 32-Carter
  • Artillery: 33-Dance, 34-Nelson

Corps of A.P. Hill

  • Division of Anderson: 35-Mahone, 36-Perry, 37-Posey, 38-Wilcox, 39-Wright, 40-J. Lane
  • Division of Heth: 41-Archer, 42-Brockenbrough, 43-Davis, 44-Pettigrew, 45-J. Garnett
  • Division of Pender: 46-Lane, 47-Perrin, 48-Scales, 49-Thomas, 50-Poague
  • Artillery: 51-McIntosh, 52-Pegram
  • Cavalry: 53-Hampton, 54-Jenkins, 55-F. Lee, 56-W. Lee

Union Army of the Potomac

1st Corps

  • Division of Wadsworth: 1-Meredith (Iron), 2-Cutler
  • Division of Robinson: 3-Paul, 4-Baxter
  • Division of Doubleday: 5-Rowley, 6-Stone, 7-Wainwright-a, 8-Wainwright-b

2nd Corps

  • Division of Caldwell: 9-Cross, 10-Kelly, 11-Zook, 12-Brooke
  • Division of Gibbon: 13-Harrow, 14-Webb, 15-Hall
  • Division of Hays: 16-Carroll, 17-Smyth, 18-Willard, 19-Hazard-a, 20-Hazard-b

3rd Corps

  • Division of Birney: 21-Graham, 22-Ward, 23-deTrobriand
  • Division of Humphreys: 24-Carr, 25-Brewster, 26-Burling, 27-Randolph-a, 28-Randolph-b

5th Corps

  • Division of Barnes: 29-Tilton, 30-Sweitzer, 31-Vincent
  • Division of Ayres: 32-Day, 33-Burbank, 34-Weed
  • Division of Crawford (Pa Res): 35-McCandless, 36-Fisher, 37-Martin-a, 38-Martin-b

6th Corps

  • Division of Wright: 39-Torbert, 40-Bartlett, 41-Russell
  • Division of Howe: 42-Grant, 43-Neill
  • Division of Newton: 44-Shaler, 45-Eustis, 46-Wheaton, 47-Tompkins-a, 48-Tompkins-b, 49-Tompkins-c

11th Corps

  • Division of Barlow: 50-v. Gilsa, 51-Ames
  • Division of Steinwehr: 52-Coster, 53-Smith
  • Division of Schurz: 54-Schirnelfennig, 55-Krzyzanowski, 56-Osborn-a, 57-Osborn-b

12th Corps

  • Division of Williams: 58-McDougall, 59-Ruger
  • Division of Geary: 60-Candy, 61-Kane, 62-Greene, 63-Muhlenburg-a, 64-Muhlenburg-b

Other units

  • 65-Stannard (attached to the 1st Corps)
  • 66-Lockwood (attached to the 12th Corps)

Artillery reserve

  • 67-Ransom, 68-McGilvery, 69-Taft, 70-Huntington, 71-Fitzhugh

Cavalry corps

  • Division of Buford: 72-Gamble, 73-Devin
  • Division of D. Gregg: 74-McIntosh, 75-J. Gregg
  • Division of Kilpatrick: 76-Farnsworth, 77-Custer

Combat Results Table (TRC)

Columns are the Combat Differential; rows are the die roll (2 to 12).

Die roll-4-3-2-101234
2AEAD3AERD4AAED4AER
3AAAAERD5AEAAERA
4A
  • E = in addition to any other result, make an Elimination test. Make the Elimination test before applying any other result.
  • A/D = attacker / defender Disrupted in addition to any other result. If it is already Disrupted, treat as no effect.
  • R = in addition to any other result, make a Rout test; if the unit does not Rout, it becomes Shaken. If the Shaken unit was a defender, it must retreat. Attackers do not retreat.
  • # (defender only) = in addition to any other result, if the # is greater than the unit's Morale Rating, the unit must retreat and becomes Shaken (if it is already Shaken, make a Rout test).

Terrain Effects Table (TET)

TerrainMovement: InfantryMovement: CavalryMovement: ArtilleryCombat Effects
Clear111None
Light Woods / Orchards111None
Heavy Woods144-1 if attacked across a clear hexside
Hills111None
Slope Hexsides+0+2+2-1
  • * HMCs pay 1/2 MP; Trains pay 1/2 MP on roads, 1 MP on trails.
  • ** Artillery may use this to cancel the costs of other terrain (see 13.3).
  • P = Prohibited.

Note: the TET entry for Slope Hexsides cites "voir 6.6" as printed; the slope rule is 6.5.

Bombardment Table

Bombardment Table. Columns are the number of artillery units firing (1, 2 or 3); rows are the die roll.

Die roll123
1AAA
2-DD
3-DDR
4-DDR
5DDRDER
6DDRDER

Notes on Bombardment and Lines of Sight

  1. Combat results have the same effect as those on the TRC, except that no unit is ever forced to retreat by a Bombardment. The result A means that the artillery unit or units that fire are Disrupted.
  2. Add 2 to the range of any artillery unit firing from a hill (whatever the target hex).
  3. For artillery firing to or from a ground-level hex, the LOS is blocked by hill, heavy woods, light woods and town hexes. See the table in 14.4. See 6.6 concerning protected hexsides.
  4. For artillery firing from a hill hex to a hill hex, the LOS is blocked only by a woods hex at hill level in between.
  5. Bombardment into heavy woods and town hexes is prohibited.
AER
AER
AER
AE
A
AER
A
A
5AERAAERAEAAERAAD5
6AERAERAEAAERAD4D4D4
7AEAEAD4AD4DRDERDER
8D3D3D4DERD4DRDERD5DR
9D3D4DERADERDERD5DRDER
10D4DERD3DRDRDERDERDERDR
11DERD3DRD3DERD5ADRD5
12ADRD4D5DRD5D4DRD4
Rough2PP-2
Creek Hexsides+0+0+1-1
Protected Hexsides+0+0+2-1 (see 6.6)
Ravine Hexsides+1+2+2-1
Town111-1
Roads / Trails *P1/2 MP**None