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Terrible Swift Sword: Battle of Gettysburg Game

Terrible Swift Sword: Battle of Gettysburg Game Rulebook

Table of Contents

Table of Contents

  • 2.0 GAME EQUIPMENT
    • 2.1 The Game Map
    • 2.2 Game Charts and Tables
    • 2.3 The Playing Pieces
      • 2.31
      • 2.32
      • 2.33
      • 2.34 Sample Units
      • 2.35 Summary of Unit Types
    • 2.4 Definitions of Terms
    • 2.5 Game Scale
    • 2.6 Inventory of Game Parts
  • 3.0 SETTING UP THE GAME
  • 4.0 SEQUENCE OF PLAY
    • 4.1 Sequence Outline
  • 5.0 MOVEMENT
    • 5.1 Prohibitions Against Movement
    • 5.2 Standard Terrain Effects
    • 5.3 Special Terrain Effects
  • 6.0 FORMATIONS
    • 6.1 Unit Formations
    • 6.2 Changing Formation
    • 6.3 Unit Formation Effects on Fire Combat
  • 7.0 FACING
    • 7.1 Effects on Movement
    • 7.2 Effect on Fire Combat
    • 7.3 Effect on Melee Combat
  • 8.0 STACKING
    • 8.1 Infantry in Column
    • 8.2 Unit Stacking Restrictions
    • 8.3 Application of Stacking Restrictions
    • 8.4 Effect on Facing
    • 8.5 Effects on Combat
    • 8.6 Order of Stacking
    • 8.7 Reserve Status
    • 8.8 Informational Counters
  • 9.0 TERRAIN EFFECTS ON MOVEMENT
  • 10.0 FIRE COMBAT
    • 10.1 The Combat Strength
    • 10.2 Weapon Type and Range
    • 10.26 Range Effects Chart
    • 10.3 Multiple Unit Fire
    • 10.4 Standard Terrain Effects
    • 10.5 Special Terrain Effects
    • 10.6 Effects of Facing and Formation
    • 10.7 Line of Sight
    • 10.8 Casualties
    • 10.9 The Fire Combat Results Table
  • 11.0 ZONES OF CONTROL
    • 11.1 Withdrawal Fire
    • 11.2 Retreat Fire
    • 11.3 Effect on Ammunition Supply
    • 11.4 Effect on Leader Control
    • 11.5 Extent of Zones of Control
  • 12.0 AMMUNITION SUPPLY
    • 12.1 Supply Wagons
    • 12.2 Small-Arms Ammuntition Supply
    • 12.3 Artillery Ammunition
  • 13.0 MELEE COMBAT
    • 13.1 Definition of Melee Strength
    • 13.2 Restrictions on Ability to Engage in Melee
    • 13.3 Effects of Terrain
    • 13.4 Effect of Leaders
    • 13.5 Determining the Combat Differential
    • 13.6 Stacking in Melee
    • 13.7 Retreat Before Melee
    • 13.8 Results of Melee Combat
    • 13.9 Melee Combat Results Table
  • 14.0 ROUT
    • 14.1 When Units Are Routed
    • 14.2 Determining Rout
    • 14.3 Effects of Rout
    • 14.4 Rally
    • 14.5 Effects of Stacking
    • 14.6 Artillery Units
    • 14.7 Effects of Town Hexes [Gettysburg]
    • 14.8 The Iron Brigade [1/1/I]
  • 15.0 RETREATS
    • 15.1 Restrictions on Retreats
    • 15.2 Effect of Zones of Control
    • 15.3 Presence of Friendly Units
    • 15.4 The Path of Retreat
    • 15.5 Advance After Retreat
  • 16.0 EXITING THE MAP
  • 17.0 LEADERS
    • 17.1 How Leaders Are Used
    • 17.2 Effect of Leaders on Melee and Rout
    • 17.3 Stacking Restrictions
    • 17.4 Leader Casualties
    • 17.5 Battlefield Promotions
    • 17.6 Union Cavalry Leaders
    • 17.7 Artillery Units
    • 17.8 Headquarters Units
  • 18.0 CAVALRY AND ARTILLERY
    • 18.1 Cavalry Retreat Before Melee
    • 18.2 Cavalry Charge
    • 18.3 Mounted Cavalry Defensive Adjustments to Melee
    • 18.4 Effect of Fire Combat on Mounted Cavalry
    • 18.5 Mounted Cavalry and Leaders
    • 18.6 Restrictions on Artillery Movement and Fire
    • 18.7 Unlimbered Artillery Rout and Retreat
    • 18.8 Retire by Prolonge
    • 18.9 Horse Artillery
  • 19.0 BREASTWORKS
    • 19.1 Construction of Breastworks
    • 19.2 Effects of Breastworks
    • 19.3 Duration of Breastworks
  • 20.0 NIGHT ACTION
    • 20.1 Duration of Night Turns
    • 20.2 Thoroughfare-Only Turns
    • 20.3 Effects of Night
    • 20.4 Night-Turn Reinforcements
    • 20.5 Reforming Artillery Batteries
  • 21.0 REINFORCEMENTS
    • 21.1 The Staging Area
    • 21.2 Entering the Staging Area
    • 21.3 Entering the Game Map
    • 21.4 Effects of the Staging Area
    • 21.5 Blocking Entrance Through Staging Areas
    • 21.6 Staging Area No. 9: Special Rule
    • 21.7 Confederate Movement Restrictions
  • 22.0 VICTORY CONDITIONS
    • 22.1 Victory Point Schedule
    • 22.2 Lines of Communication
    • 22.3 Demoralization
  • 23.0 ADVANCED AMMUNITION SUPPLY [Optional]
    • 23.1 Small-Arms Ammunition
    • 23.2 Artillery Ammunition
    • 23.3 The Supply Train
  • 24.0 REDEPLOYING THE PROVOST GUARD [Optional]
    • 24.1 How to Redeploy
  • 25.0 ARTILLERY ACCURACY [Optional]
    • 25.1 The Mechanics of Overshoot
    • 25.2 Effects of Line of Sight on Overshoot
    • 25.3 Effects of Terrain
    • 25.4 Line of Fire
    • 25.5 Splitting Fire
  • 26.0 BRIGADE COMBAT EFFECTIVENESS [Optional]
    • 26.1 How BCE Works
    • 26.2 Effects of Loss of Combat Effectiveness
    • 26.3 Restrictions on Use of BCE
    • 26.4 Combat Effectiveness Record
  • 27.0 THE UNION GENERAL OFFICER REPLACEMENT POOL
  • 28.0 THE SCENARIOS
    • 28.1 The First Day: July 1, 1863
    • 28.2 The Second Day: July 2, 1863
    • 28.3 Battle for the Little Round Top: July 2, 4 P.M.
    • 28.4 The Third Day: Pickett's Charge
    • 28.5 The Grand Battle Game: The Three Days of Gettysburg
  • 29.0 GRAND BATTLE REINFORCEMENT SCHEDULE
    • 29.1 Confederates
    • 29.2 Union
    • 29.3 Non-Historical Reinforcements and Withdrawals
  • 30.0 THE ORDER OF BATTLE
    • 30.1 The Army of Northern Virginia
    • 30.2 The Army of the Potomac
  • 31.0 DESIGNER'S NOTES
    • Bibliography
    • Counter Sheet Errata
    • Design Credits
  • TERRIBLE SWIFT SWORD ERRATA (as of 22 Feb. '77)
    • Suggested Optional Rules
    • Suggested Battle Fatigue Rule
    • Suggested Rules for Communicating in Multi-Commander Games
  • COMBAT EFFECTIVENESS RECORD SHEET

2.0 GAME EQUIPMENT

2.1 The Game Map

The game map is composed of three separate 22" x 34" mapsheets, which, when placed together, form the battlefield at Gettysburg. A hexagonal grid pattern is printed on the game map to regulate movement and location of the playing pieces and to calculate ranges when units fire in combat. There are several different types of terrain on the map, all of which are covered in the Terrain Effects section of the game map (see 3.0).

2.2 Game Charts and Tables

Various visual aids are provided with the game to simplify and illustrate certain game functions. Some charts and tables are printed directly on the game map: the Turn Record Track, the Casualty and Captured Tracks, and the Artillery Ammunition Availability Track (AAAT).

There are other charts and tables on separate sheets of paper: the Fire and Melee Combat Results Tables, the Terrain Effects Chart, and the Range Effects Chart. The various Reinforcement Schedules are found within the rules booklet.

2.3 The Playing Pieces

There are 2,000 playing pieces, called "counters," in Terrible Swift Sword. Most of them are Informational Counters. Informational Counters include Strength Counters (both combat and supply), Ammunition Depleted counters, Pinned counters, Routed counters, and Column Formation counters. All of these Informational Counters convey information about the status of a given unit. The actual units in the game—the infantry regiments, artillery batteries, supply wagons, generals, etc.—are represented by Organizational Counters. Organizational Counters come in two colors—blue for the Union and Gray for the Confederacy—and contain information as to the historical designation, weapon type, and strength of each unit.

2.31

There are two types of Organizational Counters: Combat units and non-combat units (see Case 2.4). Combat units are represented, for play purposes, by two counters: the Organizational Counter and the Combat Strength Counter, which is always placed under the Organizational Counter and represents the actual strength of the unit at that time. The Combat Strength Counter may be changed as the strength of the unit is reduced by combat. Players should note that the "strength" printed on the Organizational Counter is the original and maximum strength of that unit, and the unit's strength may not necessarily be that which is printed on the Organizational Counter. A unit's strength is always the strength of its Combat Strength Counter.

2.32

Cavalry and Artillery counters are printed on both sides, each side representing a different status that the unit may have. Artillery may be either limbered or unlimbered; Cavalry may be mounted or dismounted (see Cases 6.13 and 6.14). Whatever the unit's status is at a given time, that particular side of the counter should be placed face-up.

2.33

Infantry, Supply and Headquarters units are also printed on both sides. The "front" side contains the unit's historical and/or combat information, while the inverted side shows the unit in a state of rout (RTD).

2.34 Sample Units

COMBAT UNIT — Regiment [Unit I.D.]: Brigade/Division/Corps, Weapon-type Fired, Original/Maximum Strength. Example counter: "105 Penn / 1/1/III / R4."

OFFICER COUNTER — Name, Command, Effectiveness Radius, Morale Rating, Rank. Example counter: "Birney / 1/III / 8-2 ★."

2.35 Summary of Unit Types

The counter mix includes Infantry (Rifle-Musket, Napoleonic Musket, and Breech-Rifle Sharpshooters), Cavalry (Hand Weapons, Carbines, Rifle-Muskets, and Spencer Repeaters), Artillery (Rifled Cannon, Napoleons, Howitzers, Whitworths, and Horse Artillery), Leaders (Headquarters), and Markers: Supply Wagon, Supply Train, Turn Marker—Hour, Turn Marker—Day, Ammunition Depleted / Unit Engaged, Infantry Casualty Marker, Cavalry Casualty Marker, Infantry Captured Marker, Cavalry Captured Marker, Breastworks / Breastworks Construction, Column Formation ("in colm"), Reserve ("Res"), Pinned ("Pin"), Routed ("Rtd"), Ammunition Level Marker, Combat Strength Marker, and Supply Strength Marker.

A Commander Counter shows Name, Command, and Command Rating, with Rank shown by stars: Four-Star General (Lee, R.E., ANV), Three-Star General (Ewell, II), Two-Star General (Reynolds, I), One-Star General (e.g., Frnswrth 1/3/Cav), Colonel, and Anonymous Colonel (COL. C).

2.4 Definitions of Terms

Combat Strength: The Combat Strength of each unit is a single number, shown on a Combat Strength Counter. The Combat Strength (sometimes referred to as the Base Combat Strength) is equivalent to the manpower of that unit, with each Point representing one hundred men for Infantry and Cavalry, or one gun for Artillery. Thus, an Infantry Regiment with a Combat Strength of "4" has approximately 400 men, while an Artillery battery with a Combat Strength of would have four guns. The Combat Strength also corresponds to the Fire Power and Melee Capability of a given unit, modified by the type of unit and/or the weapon fired. The Combat Strength of a unit may be reduced by combat, in which case the Combat Strength Counter is replaced by a counter specifying the reduced Strength. (For the use of Supply Strength Counters, see Section 23.0.)

Movement Allowance: The Movement Allowance represents the mobility of a unit in terms of Points. Basically, a unit expends one Movement Point for each hexagon of Clear terrain (see the Terrain Effects Chart, 9.0.) Units do not have their Movement Allowances printed on their Organizational Counters. The following is a list of all Movement Allowances.

Unit TypeMovement Allowance
Infantry, Dismounted Cavalry and Supply Units5 MP's
Standard Artillery (Limbered)8 MP's
Mounted Cavalry, Horse Artillery, Leaders and HQ's10 MP's

Fire Strength: Fire Strength represents the Combat Strength of a unit when firing its weapons. Fire Strength is always a factor of the Base Combat Strength and the Weapon-Type, adjusted for Range Effects (see Case 10.26).

Melee Strength: Melee Strength is the capability of a unit to engage in hand-to-hand combat. Melee Strength is always expressed as the Base Combat Strength, adjusted for unit type.

Leader: The term "Leader" refers to all the Generals and Colonels included in the counter mix. There are two types of Leaders, and the Players should try to remember the differences as quickly as possible. Officers are the direct unit leaders: Brigade Infantry and Cavalry Leaders for the Confederacy and Division Infantry and Brigade Cavalry Leaders for the Union. Commanders are higher echelon Leaders, and they control officers, as opposed to combat units (see Case 17.1).

Effectiveness Radius: This is the capability of an Officer to control the troops within his command, expressed in a radius of hexes.

Morale Rating: This is the capability of an Officer to rally troops within his command, expressed in Points.

Command Rating: This is the capability of a Commander, expressed in Points, to influence the Officers within his command.

Combat Unit: Any unit in the game that is capable of engaging in combat (Fire or Melee) in that it has manpower attached to it in the form of Combat Strength Points. Thus, a Supply Wagon can be considered a combat unit when it has its guard intact, while a Leader is never a combat unit. Players should note that when a combat unit has its Combat Strength reduced to "0" it is removed from the game (exception: see Case 12.12).

2.5 Game Scale

Each hexagon on the map represents approximately 120 yards of real terrain. Each Infantry or Cavalry unit is a regiment of anywhere from 100 to 800 men, unless otherwise designated. (Some units are battalions or companies.) Each Artillery unit is a battery of two to six guns.

2.6 Inventory of Game Parts

A complete game of Terrible Swift Sword includes:

  • One Rules Booklet
  • Two different Combat Unit Counter Sheets
  • Three identical Marker Counter Sheets
  • Three different Game Map Sections
  • One Plastic Die
  • One Game Box

If any parts are missing or damaged, please write:

Customer Service Simulations Publications, Inc., 44 East 23rd Street New York, N.Y. 10010

Questions regarding the rules of the game will be answered if accompanied by a stamped, self-addressed envelope, and if phrased to be answered by a simple one word answer. Send rules questions to the above address.

3.0 SETTING UP THE GAME

GENERAL RULE:

The three map sections have been designed so that they overlap each other when placed together. Simply note the correct direction of each map section and place it accordingly, with The Little Round Top section (Section C) lying lengthwise at the bottom of the other two maps. A quick glance at the roads will tell you whether the map sections are aligned properly. Note that Map Section C does not run the full length of the other two maps. Example: If aligned properly, hex A6101, B6134 and C0130 should all overlap each other.

PROCEDURE:

The three map sections are identified by letter: A, B or C. Section A is in the upper left; Section B, the upper right; and Section C, the bottom. Hexes for placement in the Scenarios are prefixed by a letter to identify which Map Section the hex is in. Thus, hex B4322 would be the top of Cemetery Hill; A1913, Herr's Tavern; and C0431, the Peach Orchard.

The many counters should be sorted into their corps components for the Union and their divisional command for the Confederacy. This, to say the least, will greatly facilitate play. The units in each brigade may be checked, if necessary, against the Order of Battle (Section 30.0).

4.0 SEQUENCE OF PLAY

GENERAL RULE:

The game is played in successive Game-Turns, composed of alternate Player-Turns. During each Player-Turn, the Player maneuvers his units and resolves combat in sequence, within the limits provided by the rules. At the conclusion of the final Game-Turn, the Victory Conditions are consulted and a winner is declared.

CASES:

4.1 Sequence Outline

Each Game-Turn is divided into a First Player-Turn and a Second Player-Turn. The Player whose Player-Turn is currently in progress is termed the Phasing Player. The Sequence of Play must be followed in the order presented. Determination of which Player is first is given in each Scenario.

1. FIRST PLAYER-TURN

A. Initial Command Phase: The Phasing Player now checks the Effectiveness Radii of all his Officers to see whether the units within each Officer's command may move and fire. Mounted Cavalry, Supply units, Sharpshooter units, Artillery and Leaders are not affected by the Initial Command Phase (see Case 17.13).

B. Offensive Artillery Bombardment Phase: The Phasing Player may now use any of his Artillery units to fire at any units of the non-Phasing Player. This is resolved within the rules set down for Fire Combat (see Section 10.0).

C. Defensive Counter-Battery Fire Phase: The non-Phasing Player may now fire any of his Artillery units at any of the Phasing Player's Artillery units that fired in (B), above, and only at those units, within the rules for Fire Combat (see Section 10.0).

D. Movement Phase: The Phasing Player now moves all, some or none of his units as he desires, within the limits and restrictions of the Movement Rules (see Section 6.0). The Phasing Player may bring reinforcements onto the map, as determined by the Reinforcement Schedule for each Scenario and the Reinforcement Rules. The non-Phasing Player's units may not move during this Phase.

E. Defensive Fire Phase: The non-Phasing Player may now fire any of his units that are capable of firing at any of the Phasing Player's units, within the provisions and restrictions of the Fire Combat and Line of Sight Rules. However, Artillery units of the non-Phasing Player that fired in Phase C (above) may not fire during this Phase. Firing units check, if necessary, for ammunition depletion. Neither Player may move his units during this Phase, except when forced to as a result of combat or under the Artillery "retire by prolonge" rule (Case 18.8).

F. Offensive Fire Phase: The Phasing Player may now fire using the same procedure as in Phase E. Artillery units of the Phasing Player that fired in Phase B may not fire in this Phase. Phasing Artillery units may not "retire by prolonge" in an Offensive Fire Phase.

G. Retreat Before Melee Phase: The non-Phasing Player now has the option to retreat all units that are in danger of being Melee attacked by the units of the Phasing Player in Phase H one or two hexes, at his choice, thus avoiding Melee. The non-Phasing Player's retreating units may undergo Withdrawal Fire (see Case 11.1) and must, in any case, roll for possible rout at the end of the retreat, whether a casualty has been suffered as a result of Withdrawal Fire or not. The Phasing Player may then advance into the vacated hex.

H. Melee Phase: Any Phasing Infantry or Cavalry units—excluding guards—which begin the Phase adjacent to an Enemy unit other than a unit that has Retreated Before Melee (Phase G) may now enter the hex occupied by that Enemy unit(s) and engage in Melee combat. Units of the Phasing Player employing Melee attack may move one hex to do this, but may move only into an Enemy-occupied hex. Retreats and casualties are then taken as a result of the Melee Combat.

J. Final Command Phase: The Phasing Player may attempt to rally any of his routed units within the provisions of the Leader and Rout Rules. The Phasing Player may also resupply any units that are out of ammunition as per the Supply Rules. All Pinned Markers are removed from Friendly units.

2. SECOND PLAYER-TURN

The Second Player now becomes the Phasing Player and proceeds to follow the Play Sequence, Steps A through J, as described above.

3. GAME-TURN RECORD INTERPHASE

The Game-Turn Marker(s) should be advanced one space (20 minutes for daylight Turns, one hour for Night Turns) on the Game-Turn Record Track to mark the passage of one Game-Turn. Players should note that the Game-Turn Record Track uses modern military time notation (i.e., a full 24-hour cycle, with 8 AM equal to 0800; 2:20 PM equal to 1420, etc.). This was adopted for ease and efficiency, although it was not truly in effect at the time of the Civil War.

5.0 MOVEMENT

GENERAL RULE:

During the Movement Phase, the Phasing Player may move as many or as few of his units as he wishes. They may be moved in any direction or combination of directions, limited only by their Movement Allowance, Command Control and the terrain restrictions. Movement Allowances are not printed on the units; they are listed in Case 2.42.

PROCEDURE:

Units are moved one at a time, or in stacks, tracing a path of contiguous hexes through the hex grid. As a unit enters each hex it must pay a portion of its Movement Allowance for entering the hex and/or crossing the particular hexside. These costs are listed on the Terrain Effects Chart (9.0).

CASES:

5.1 Prohibitions Against Movement

5.11 Movement may never take place out of sequence. A Player's units may be moved only during his own Movement Phase. In addition, units may move voluntarily in the Melee Phase and/or the Retreat Before Melee Phase. However, these movements are limited by the restrictions of the rules pertaining to each of those Phases and do not require the expenditure of Movement Points. A unit may be forced to move involuntarily (retreat) as the result of combat. This is not considered to be movement as it is a limited form which does not require the expenditure of any Movement Points. Friendly units may not be moved normally during an Enemy Player's Movement Phase. Other than the possible advance into a hex vacated as a result of Retreat Before Melee (13.7) or a Retire by Prolonge (18.8), there is no advance after combat.

5.12 A unit may enter a hex containing an Enemy unit, but it may do so only in a Friendly Melee Phase. At all other times, units are prohibited from entering hexes occupied by Enemy units. Friendly-occupied hexes may be entered (see Section 8.0).

5.13 Generally, no combat takes place in the Movement Phase. However, see the rules for Withdrawal Fire (Case 11.1).

5.14 Units are free to move in and out of hexes adjacent to Enemy units within the restrictions of Withdrawal Fire. There are no Zone of Control restrictions on movement.

5.15 The number of Movement Points expended by a unit during a single Movement Phase may not exceed its total Movement Allowance. A unit may expend any portion of its Movement Allowance, but unused Movement Points may not be accumulated for another Movement Phase or transferred to another unit.

5.16 Movement from hex to hex must be consecutive; units may not "skip" hexes.

5.17 Infantry units and dismounted Cavalry units may not move or change formation if they are outside the Effectiveness Radius of their Officer during the Initial Command Phase, with certain exceptions. See the Leader Rules, Case 17.14.

5.2 Standard Terrain Effects

5.21 A unit expends one Movement Point to enter a Clear terrain hex. To enter other types of terrain and/or to cross certain types of hexsides, a unit must often expend more than one Movement Point. Certain hexsides act as barriers and prohibit movement through them; these are unpassable Stream hexsides. See the Terrain Effects Chart, 9.0 for the Movement Point Costs for each type of terrain.

5.22 There are three distinct types of thoroughfares on the map. For a unit to gain any benefit from movement on any of these thoroughfares, it must move from one thoroughfare hex directly into an adjacent, connected thoroughfare hex through a thoroughfare hexside. Units which are moving on thoroughfares ignore, for movement purposes only, any other terrain in the hex. The three types of thoroughfares are Turnpikes, Roads and Trails.

5.23 Turnpikes, or "Pikes," represent hard-surfaced, paved thoroughfares which were generally impervious to weather conditions and the constant march of armies. Any unit, excluding Infantry units in line formation, that uses a Pike as per Case 5.22 expends ⅓ Movement Point for each Pike hexside crossed.

5.24 Roads represent well-traveled highways that had a hard-packed dirt surface. Because of the several days' rains preceding the battle, these roads were in generally poor condition. Movement rate on Roads, conducted as per Case 5.22, varies depending on the type of unit moving. Infantry move faster than normal, but slower than on Pikes. Artillery and wagons can get bogged down. Infantry (and dismounted Cavalry) units in line formation derive no benefit from Roads. See the Terrain Effects Chart, 9.0.

5.25 Trails represent the network of country lanes and paths that intertwined among the farms and houses. Trails are represented on the map only where they tend to negate other terrain; the Trails on the TSS map do not portray a definitive picture of the complete network. All units, except for Infantry (and dismounted Cavalry) in line, treat Trail hexes as if they were Clear terrain as long as the provisions of Case 5.22 are met. Infantry (and dismounted Cavalry) in line derive no benefit from Trails.

5.26 Ridge and Slope hexsides represent changes in elevation and the resultant peaks formed by these changes. All units expend extra Movement Points when crossing Ridge hexsides or moving up Slope hexsides. (See the Terrain Key on the map for the differences between an upslope and a downslope). In addition, Limbered Artillery, Supply Wagons and Trains, and mounted Cavalry spend additional Movement Points for moving down a Slope as well as up; in essence, they pay a cost for crossing any Slope hexside in any direction. Note that while Ridge hexsides affect both combat and Line of Sight, as well as movement, Slope hexsides affect only movement. They have no effect on combat or Line of Sight.

5.27 There are five "Streams" on the map; all of them are crossable as per the TEC, except for Marsh Creek. Marsh Creek may be crossed only at bridges and fords. All other hexsides of Marsh Creek are unpassable; they may not be crossed. However, units may fire over Marsh Creek, if they satisfy all the other requirements of fire combat. Bridges are treated as if they were Pikes. Note that Infantry/dismounted Cavalry units in line formation may not use Bridges.

5.28 All units pay additional costs to enter Woods and Marsh hexes. Artillery units and Supply Wagons/Trains must stop as soon as they enter the Woods hex; they may move no further in that Turn. They may enter one Woods hex per Turn. Artillery and Supply Wagons/Trains may never enter a Marsh hex, unless they are moving along a Pike, Road or Trail.

5.3 Special Terrain Effects

5.31 Stone Walls: Several hexsides on the map are considered to be Stone Walls (see the Terrain Key on the map). Stone Walls do not affect the movement of Infantry or Cavalry in any formation. However, neither Artillery nor Supply Wagons/Trains may cross a Stone Wall hexside, unless it is crossed by a Pike, Road or Trail. In addition, Stone Walls affect combat, although they have no effect on Line of Sight.

5.32 The Unfinished Railroad Cut: Running just north of and parallel to the Chambersburg Pike is an unfinished railroad bed that cuts directly through the hilly terrain northwest of the town. Where the bed cuts through the Ridges and creates man-made "passes" the hexsides have been so marked (see the Terrain Key). No unit, of any type, may ever cross a Railroad Cut hexside. The Unfinished Railroad bed may be used as if it were a Road (see Case 5.24). The Railroad Cut also has additional special effects on combat and Line of Sight. See Case 10.52.

5.33 The Gettysburg and Hanover Railroad: The G&H RR is treated as a Road (see Case 5.24). It has no effect on combat.

5.34 Gettysburg: The town of Gettysburg offers unique problems for both movement and combat. All Infantry/dismounted Cavalry units in line formation may move only one hex per Turn in any town hex within Gettysburg (i.e., it costs these units their total Movement Allowance to enter a Town hex) unless these units are moving on Roads and Pikes (although Infantry must be in column to use Roads and Pikes). Artillery units may move through the Town only on Pikes and Roads. They may not enter a Town hex for any reason, except as above. Town hexes are thus considered impassable for Artillery for purposes of retreat. Supply Wagons/Trains are under the same restrictions as Artillery for movement within Gettysburg.

Mounted Cavalry units move normally on Roads and Pikes within the Town; they move into regular Town hexes at a rate of 3 Movement Points per hex. Leaders and HQ's move as if they were mounted Cavalry. Town hexes also affect combat, Line of Sight and rout.

5.35 The Sunken Road: The Sunken Road runs SW out of Gettysburg from hex B3526 to B4332; it is termed the Sunken Road because terrain peculiarities made it into a kind of trench. The Sunken Road has no effect on movement in any way; units may move through it or across it in normal fashion. The Sunken Road does affect combat. See Case 10.51.

6.0 FORMATIONS

GENERAL RULE:

All combat units may be in one of two different formations. Infantry units may be in either line or column; Artillery units are either limbered or unlimbered; Cavalry units are either mounted (and in column) or dismounted (and the equivalent of line Infantry). Supply Wagons and Trains and Leaders have no formation. Supply units move as limbered Artillery and engage in combat as line Infantry. HQ units are considered to be either Cavalry or Infantry, depending on whether they are moving or fighting. Note that the terms "line" and "column" are for game purposes; they only loosely relate to the actual line and column formations used during the Civil War.

PROCEDURE:

Units may exist in only one formation at any given time. Units may change formation according to the rules below, in which case they must pay a cost in Movement Points to do so. Depending on the formation which a unit is in, its abilities to move and/or fight may change.

CASES:

6.1 Unit Formations

6.11 Infantry units in column formation gain increased mobility, through the use of Pikes, Roads and Trails, but they may not engage in fire combat at any time. Infantry in column may never engage in Melee attacks in a Friendly Melee Phase, but they may defend against a Melee attack in a non-Friendly Melee Phase. When Melee attacked, Infantry units in column use their normal Melee Strength. If Infantry in column is fired upon in a Fire Phase, the Final Fire Strength Column is adjusted one column to the right. (See the rules for Fire Combat and the Fire Combat Results Table.) Infantry may use Pikes, Roads and Trails only when they are in column formation. An Infantry unit in column is so designated by placing a Column Marker on top of it. In instances where there are long lines of Infantry in column, it is necessary to so designate only the lead unit.

6.12 Infantry units in line formation may move and engage in combat normally. Infantry units are considered to be in line at all times, unless otherwise designated (see 6.11). Infantry in line may not use Pikes, Roads, or Trails, nor may they use Bridges to cross Streams. They must use the other terrain in the hex or change formation to use the Pike, Road, etc.

6.13 Artillery is either limbered or unlimbered. When an Artillery battery is limbered, it is prepared to move; when it is unlimbered, it is prepared to fire. Limbered Artillery may only move; it may not fire. Unlimbered Artillery may only fire; it may not move. (However, see Case 18.8). All Artillery units, whether unlimbered or limbered, have a defensive Melee value of "1." Artillery may not employ Melee attack in a Friendly Melee Phase. It may, however, defend against Melee attacks, adding its value (1) to any other units in the stack. Artillery counters are printed on both sides, representing limbered and unlimbered (see Case 2.34). To change the state of an Artillery unit, the Player simply flips the counter over after paying the necessary cost in Movement Points (see Case 6.72). Limbered Artillery is not considered to be in column.

6.14 Cavalry units may operate either mounted or dismounted. Mounted Cavalry units are always considered in column. They may engage in Melee combat normally (and charge), but they may not fire in any Fire Phase. Dismounted Cavalry units are considered to be line Infantry for all purposes, and they fire, engage in Melee combat, and move as such. Mounted Cavalry, being in column, suffers a two column adjustment to the right on the Fire CRT when fired upon, as it is both mounted Cavalry and in column. (See Cases 10.62 and the Fire Combat Results Table, 10.9.) Cavalry are printed on both sides, each side representing either mounted or dismounted status (2.34). To change from one to the other, simply pay the cost in Movement Points (see 6.72) and turn the unit over. For Special Rules pertaining to the ability of mounted Cavalry to Charge or Retreat Before Combat, see Section 18.0.

6.15 Supply units (Wagons or Trains) have no formation. They move as if they were limbered Artillery units (but with a Movement Allowance of five) and fire as if they were line Infantry. They do not pay any Movement Point cost to change formation, as they have no formation.

6.16 Headquarter units are assumed to be mounted Cavalry for purposes of movement, and dismounted Cavalry for purposes of Combat. They do not pay any costs to change formation, see Case 17.81.

6.2 Changing Formation

6.21 Changing formation is a function of movement. Therefore, any unit that is prohibited from moving for whatever reason may not change formation. Example: An Infantry regiment in line formation is outside the Effectiveness Radius of its Officer in the Initial Command Phase. As it may not move for that reason, neither may it change its formation during the ensuing Friendly Movement Phase.

6.22 Units pay costs in Movement Points to change formation. Infantry and Artillery units may change formation at any time during a Friendly Movement Phase (see Case 6.21), as long as they have the requisite number of Movement Points available. Cavalry units may dismount or mount only at the end of a Friendly Movement Phase. When doing so, they must have sufficient Movement Points remaining from their original state to perform the operation. Thus, a dismounted Cavalry unit that has expended three Movement Points in movement may not mount at the end of the Movement Phase, as it does not have the necessary three Points remaining to do so. The costs to change formation are as follows:

INFANTRY: Two MP's to change formation.

ARTILLERY: Four MP's to limber or unlimber.

CAVALRY: Three MP's to mount or dismount.

6.3 Unit Formation Effects on Fire Combat

(This is a summary of formation effects detailed in Section 6.0.)

Unit TypeEffect on Fire CRT
Infantry In Line, Dismounted Cavalry, Supply Units, Headquarters (Leaders)Possible SHIFT 1 to right due to Enfilade (see 7.2).
Infantry In ColumnNo Fire Attack or Melee Attack. SHIFT 1 to right.
Mounted CavalryNo Fire Attack. SHIFT 2 to right.
Limbered ArtilleryMay not Fire. SHIFT 1 to right.
Unlimbered ArtilleryMay not Move. Enfilade Possible.

7.0 FACING

GENERAL RULE:

All combat units in line formation have three hexsides which are considered to be their "frontal hexside." The front of the unit is the top; the top hexside which the top of the unit faces is the center hexside of the three frontal hexsides. The three rear hexsides of the unit are referred to as the enfilade hexsides. All units in column formation, as well as limbered Artillery, have no facing (and thus may not, for game purposes, be enfiladed).

PROCEDURE:

Each unit is oriented so that the front (top) of the counter is facing towards a specific hexside and is not situated between two adjacent hexsides.

CASES:

7.1 Effects on Movement

7.11 Facing has no effect on movement. A unit may move into any adjacent hex no matter which hex it was facing before it so moved. However, to enter a hex a unit must do so by orienting the unit so that the center (front) of the three frontal hexsides is adjacent to the hex into which entry is desired; i.e., a unit may never "back" into a hex, with the exception of the Artillery maneuver "Retire by Prolonge" (Case 18.8). See also Case 11.16.

7.12 There is no Movement Point cost to change facing. All units may change facing freely throughout the Friendly Movement Phase. Changing facing is not considered to be movement; therefore, units that normally may not move may change their facing during a Movement Phase. There is no restriction on the number of hexsides which may be turned.

7.13 Generally, units may change their facing only during a Friendly Movement Phase. Once this Phase has been completed, a unit must remain in the facing in which it has been set. However, units may rearrange their facing after a Melee attack (see Case 7.32).

7.2 Effect on Fire Combat

7.21 Units may fire only through their frontal hexsides.

7.22 Units may be fired upon through any of their hexsides. A unit in line formation which is fired upon through any of its enfilade hexsides is being enfiladed. A unit which is being enfiladed in Fire Combat by at least one unit has the total Fire Strength being used against it adjusted one column to the right on the Fire CRT. If a Line of Fire leading to a unit bisects a frontal hexside and an enfilade hexside, the unit is considered to have been enfiladed.

7.23 A unit in column formation cannot be enfiladed. The effect of enfilade fire on a unit in column is taken into account as part of the column status of the unit.

7.3 Effect on Melee Combat

7.31 A unit may only advance for Melee combat into a hex which is adjacent to one of its frontal hexsides. It may never move in a Friendly Melee Phase into a hex which was not adjacent to one of its three frontal hexsides. This is an exception to the rule that units may move into any hex, regardless of facing (see Case 7.11; see also Section 11.0).

7.32 Other than the provisions of Case 7.31, facing has no effect upon Melee Combat. Units engaged in Melee combat have no facing; when the Melee is finished, the units may rearrange their facing. This is an exception to Case 7.13.

8.0 STACKING

GENERAL RULE:

Generally, as many as eight Combat Strength Points may stack in any one hex; however, there may be no more than two Friendly units in any one hex. Units may move through other Friendly units freely, and there is no cost in Movement Points to stack or unstack. Stacking restrictions apply only at the end of a Movement Phase and at the end of the Combat Phases (see Case 13.6).

CASES:

8.1 Infantry in Column

An Infantry unit in column formation may never stack with another unit, except for Leaders. Infantry in column may move through other units during a Movement Phase and vice versa. At the end of the Movement Phase, however, the Infantry unit in column must be the only unit in that hex (exclusive of Leaders).

8.2 Unit Stacking Restrictions

All other units may stack up to eight Combat Strength Points in any one hex, regardless of terrain. However, there may never be more than two Friendly units in any one hex, excluding Leaders. Thus, if you have two Infantry regiments with a total Strength of "3" in one hex, you may not add any more units to the hex, even though the maximum level is eight Strength Points.

8.21 All combat units use their basic Strength (unadjusted for terrain, etc.) for stacking.

8.22 HQ units use the Base Strength of their attached guard for stacking calculations.

8.23 Supply Wagons and Trains have a Strength of "4" for Stacking purposes only. For all other stacking purposes, they use the Combat Strength of their guard. If the guard unit is not present (i.e., eliminated or deployed elsewhere), the Supply unit still has a Strength of "4" for stacking purposes.

8.24 Leaders have no Stacking value; they may stack freely. You may have any number of Leaders in one hex. However, Leaders are restricted as to which units they may stack with (see Case 17.3).

8.25 Mounted Cavalry units stack only with other mounted Cavalry. For this purpose, mounted Cavalry includes limbered horse Artillery. All other types of units may intermix in a hex, unless it conflicts with Cases 8.1 or 8.7.

8.3 Application of Stacking Restrictions

Stacking restrictions take effect at the end of the Movement Phase and at the end of each Combat Phase. Units may move freely through other Friendly units during a Movement Phase. Units may never move through Enemy units nor may they stack with Enemy units, with the exception of engaging in Melee Combat. Terrain has no effect on stacking.

8.4 Effect on Facing

All units stacked within the same hex must face in the same direction; i.e., the facing of all units in any one hex must be the same.

8.5 Effects on Combat

8.51 Only the top unit in a hex may engage in Fire Combat. The bottom unit may not fire, either offensively or defensively.

8.52 Normally, only the top unit in the hex takes losses when fired on by small-arms fire (Infantry, etc.) or by Artillery at a range of two hexes or less. However, if a combat result calls for losses greater than the number of Combat Strength Points available to the top unit, the remainder of Point losses must be taken from the bottom unit. Thus, if a "1" Infantry unit is stacked on top of a "3" Infantry unit and the hex is fired upon by Enemy Infantry units, with the combat result being a loss of "2" Strength Points, the top unit is eliminated and the bottom unit loses one Strength Point.

8.53 If a stack of units is fired on by Artillery at a range of three hexes or greater, both units in the stack are affected equally. The die is rolled once for each unit in the hex, top unit first. Any result to one unit affects only that unit, with the knowledge that if a top unit is routed as a result of a combat loss, the bottom unit in the hex must roll for rout even if it has not suffered any loss (see Case 14.5). Both units in the hex roll for casualties before they roll to check for rout.

8.6 Order of Stacking

Units may only stack, or change order in stacking, during a Friendly Movement Phase. However, if there are two units in a hex and the top unit runs out of ammunition, the Owning Player may change the stacking order of the units at the end of the Combat Phase in which the ammunition depletion was suffered.

8.7 Reserve Status

Units may be placed in Reserve status simply by placing a "Reserve" Marker on top of the units so designated. If Melee attacked, they defend at half Strength, rounding fractions down. Units in Reserve may not move. Reserve status may be designated or removed at any point in a Friendly Movement Phase.

8.71 In Reserve Status, you may stack:

A. One full non-Artillery brigade, if all units are from the same brigade; or,

B. Sixteen Combat Strength Points of Infantry or Cavalry.

C. One full battalion, or brigade, of Artillery, if all batteries are from the same battalion or brigade; or,

D. Four batteries of Artillery.

8.72 Units must stack by type in Reserve; i.e., Cavalry units may not stack with Infantry, nor may they stack with Artillery, etc. Limbered Artillery may not stack in Reserve with unlimbered Artillery, but limbered Horse Artillery may stack with mounted Cavalry. Dismounted Cavalry are considered to be Infantry.

8.73 Units which desire to enter Reserve Status may avoid the Stacking restrictions of Cases 8.2 and 8.3 only by actually entering Reserve Status. There is no Movement Point cost to enter Reserve Status or to leave Reserve Status. Units may not move through units in Reserve.

8.74 Supply units and Infantry in column formation may never enter into Reserve Status.

8.75 Units which are attacked while in Reserve Status and are forced to retreat must observe regular stacking restrictions at the end of the retreat; i.e., they may not retreat in Reserve Status. Units which are forced to violate this because of terrain restrictions, the presence of Enemy units, etc., are considered to be captured. The choice of which units are captured is up to the Owning Player.

8.76 Units may enter into Reserve Status in any terrain.

8.8 Informational Counters

All Informational Counters (the Strength Counters, "Column," "Pinned," etc., Markers) do not count against stacking limits.

9.0 TERRAIN EFFECTS ON MOVEMENT

Cost in Movement Points to Enter Hex or Cross Hexside

UnitPikeRoadTrailTownClearWoodsMarshUpSlope/DownCrestRidge/UpCrestFord/Stream
Infantry (Line), Dismounted CavalryNANANA1 hex/GT122+1+2+1
Infantry (Column)⅓½1prohibited1prohibitedprohibited+1+2+1
Artillery (Limbered), Supply Units⅓11prohibited11 hex/GTprohibited+2+3+2
Cavalry (Mounted), Headquarters, Leaders⅓⅓13133+2+3+1

1 hex/GT = Units must stop upon entering this type of terrain; they may move no further during that Movement Phase.

Limbered Artillery and Mounted Cavalry pay a cost of 2 MP's whenever they cross a Slope hexside, whether the Slope is up or down. Other units pay no additional MP cost when moving DownSlope.

Bridges are treated as if they were Turnpikes. Infantry in Line Formation may not use Bridges, and receive no benefit for movement in Thoroughfare hexes; such movement is calculated at the cost of other terrain in the hex.

10.0 FIRE COMBAT

GENERAL RULE:

All combat units, except mounted Cavalry, may fire their weapons at Enemy units in accordance with the rules on Range of Weapons, Fire Combat and Line of Sight. There is both offensive and defensive fire within each Player-Turn, so that each side gets an opportunity to fire at least once per Player-Turn. The results of firing weapons are taken from the Fire Combat Results Table (CRT) (10.9).

PROCEDURE:

Total the number of Fire Strength Points of all the attacking units firing into a given hex. This number is then transferred to the Fire CRT and the proper column is located for that number of Fire Strength Points. Certain terrain and unit-type effects may adjust that column to either the right or the left. After the final column is determined, a die is rolled and the result found by cross-indexing that roll with the adjusted Fire Strength column. The number found is either the number of Combat Strength Points eliminated or a "Pinned" result.

CASES:

10.1 The Combat Strength

Each combat unit is composed of two counters; the top counter is the Organizational Counter and the bottom counter is the Marker which represents the Combat Strength of the unit. (Under certain Optional Rules, some units may have three counters, the third being a Supply Strength Marker). The original Combat Strength of each unit is printed on the Organizational Counter. In some Scenarios, the actual Combat Strength is different from the original Strength and is so noted in the Scenario Deployment Schedule. The Strength of each unit may be reduced by combat. Each time one or more Strength Points are lost, place an appropriately reduced counter number underneath the unit.

10.11 Strength Counters are neutral and may be used by both sides interchangeably. The Combat Strength represents the unit's manpower, Fire Strength and Melee capabilities.

10.12 Each Combat Strength Point represents 100 men for all units except Artillery. For Artillery units, the Combat Strength Points represent the number of guns in the battery; each Artillery battery is considered to consist of approximately 100 men for game purposes. Therefore, a regiment of Infantry with a Strength of "3" will have approximately 300 men in it, while a battery with a Strength of "6" will have six guns and 100 men. Note that not every Confederate Horse Artillery battery contains 100 men (see Case 18.92). In addition, Artillery batteries may sometimes have a Supply Strength Counter (see Case 23.21).

10.13 All Infantry units (including dismounted Cavalry) have a Fire Strength and Melee capability equal to their Combat Strength Counter. (This is the actual Strength, not the original Strength given on the Organizational Counter, although the two can be the same.) This includes HQ and Supply units.

10.14 All Artillery units have a Fire Strength equal to their Combat Strength value; however, all Artillery units Melee with a total Strength of "1," regardless of the Combat Strength value. Artillery units may not initiate Melee combat. (However, see Case 13.85.)

10.15 Artillery units firing at Infantry (or dismounted Cavalry) have their Fire Strength halved, rounding fractions down. This applies only if the unit actually hit is Infantry.

10.16 Mounted Cavalry have no Fire Strength. They engage in Melee combat offensively with a Strength equal to their Combat Strength value. However, if they Charge an Enemy unit, or they are Melee attacked by any other non-charging mounted Cavalry unit, they use a Melee Strength equal to two times their Strength value. (See Cavalry Charge Rule, Case 18.2.)

10.17 Supply and HQ units fire and engage in Melee combat with the characteristics of line Infantry, with the exception that they may not fire offensively nor initiate Melee. (However, see Case 13.85.)

10.2 Weapon Type and Range

10.21 The type of weapon fired by each individual unit is noted on the Organizational Counter for that unit. Units that have no weapon type may not engage in Fire Combat.

10.22 Weapon Types

Infantry and Dismounted Cavalry (Small Arms):

  • R = Rifle-Musket (Muzzle-loaded Enfields and Springfields).
  • C = Breech-loading Carbines (usually Sharps or Merrills)
  • B = Breech-loading Rifles.
  • S = Repeating Rifles (Spencers)
  • P = Pistols and other Hand Weapons

Artillery:

  • N = 12 lb. Napoleons, muzzle-loaded
  • T = Rifled Cannon, including 3 inchers, 10 lb. Parrots, etc.
  • H = Howitzers
  • W = Whitworths (Long-Range rifled guns)

10.23 A unit's weapon type not only delineates how far and how effectively it may fire, but it may also provide defensive adjustments to the Fire CRT depending on the type of weapon. All "B," "C," "S" and "P" units carried weapons capable of being loaded while lying down, thus affording the user much greater protection than the standard rifle-muskets. Therefore, if any of those units are fired upon, the Player adjusts the Total Fire Strength column one to the left.

10.24 Each weapon has a maximum range at which it may fire at an Enemy unit. This range is found on the Range Effects Chart (Case 10.26). No unit may fire at an Enemy unit that is outside the maximum range for that weapon. Calculate by counting the distance, in hexes, from the firing hex to the target hex. The firing unit's hex is not counted as part of the range figure; the target hex is counted.

10.25 Adjacent opposing units may engage in Fire Combat against each other, or they may fire at other, more distant units.

10.26 Range Effects Chart

SMALL ARMS — Effectiveness at Range (in hexes)

Weapon TypeMaximum Range12345
R (Rifle Musket)5 hexes2x1x1x½x½x
M (Smoothbore Musket)2 hexes3x½x———
B (Breech-Loaded Rifle)4 hexes4x2x2x1x—
C (Breech-Loaded Carbine)3 hexes4x2x1x——
S (Repeating Rifles)4 hexes6x4x2x1x—
P (Hand Weapons)1 hex1x————

ARTILLERY — Effectiveness at Range (in hexes)

Gun TypeMaximum Range1234-1112-1516-2021+
N (Smoothbore Nap's)15 hexes8x6x2x1x½x——
T (Rifled Cannon)20 hexes6x4x2x1x1x½x—
H (Howitzers)9 hexes8x4x1x1x———
W (Whitworths)70 hexes——1x1x1x1x1x

Cross-index the Range to the target with the firing unit's Type and multiply its Fire Strength by the number shown.

The Strength of Artillery firing against Infantry or dismounted Cavalry is halved (dropping fractions) before applying the multiple shown. — = Unit may not fire at that range.

10.3 Multiple Unit Fire

10.31 In Fire Combat, Infantry or Artillery units firing from different hexes at the same Enemy hex must combine their Fire Strengths into one total. Each unit's Fire Strength is computed separately for range, and then all are added together. Infantry Fire Strength and Artillery Fire Strength are never added together; these units always fire separately.

10.32 Only the top unit in a stack may fire; the bottom unit may not fire. Small-arms fire (Infantry, etc.) affects only the top unit in a stack, unless the top unit suffers greater casualties than it has in its given Strength (see Case 8.52).

10.33 Within the restrictions of Case 10.31, no unit may be fired upon more than once in any given Combat Phase by small-arms fire, and no unit may be fired upon more than once in a Combat Phase by Artillery. A unit may be fired upon by small-arms fire and Artillery in any one Phase, but only once by each.

10.34 No unit may fire its entire Fire Strength more than once in any given Phase. However, within any given Phase a unit may choose to split its Fire Strength, directing it at any number of target hexes, as long as the total Combat Strength is not exceeded and the rules of facing are observed. Example: An Infantry regiment with a Strength of "3" may fire with a Strength of "1" at three different Enemy hexes, or it may fire with a Strength of "2" at one hex and "1" at another, etc.

Note that the Base Strength is divided, not the final Fire Strength (which may be the Base Strength augmented by terrain, range, etc.). Example: A battery of 12-lb'ers with a Combat Strength of "6" can fire at an Enemy unit that is adjacent and one that is ten hexes distant. The firing battery must split its Strength ("6") before adding in effects of range, et al.

10.35 In splitting units' fire Strengths, the Combat Strength may not be so divided as to make the final Fire Strength against any one hex less than one. Example: A battery of six guns could not fire at six individual targets seven hexes distant, because the final Fire Strength would (theoretically) be halved for each of those targets. The battery would have to split its fire among only three of the regiments to produce the necessary one-Point minimum per target. This restriction applies only when splitting Fire Strengths; a unit may always fire its whole Strength—no matter how much it is reduced—at a single target.

10.36 Units may fire only through their frontal three hexsides.

10.4 Standard Terrain Effects

The various terrain features on the map have an effect on the ability of units to withstand fire. A defending unit may derive the benefit of terrain as long as at least one of the firing units is firing through or into that terrain.

10.41 Slope hexsides have no effect on combat in any way. They only affect movement. Similarly, Marshes have no effect on combat.

10.42 A unit adjacent to a Ridge hexside which is fired on through that Ridge hexside, derives a defensive benefit from the Ridge. The Total Fire Strength column on the Fire CRT is adjusted one column to the left; i.e., a unit fired on through a Ridge by 6 Strength Points would use the 1-3 column to find the result. This benefit is derived only if the firing unit is firing through an upslope hexside that is adjacent to and part of the Ridge hexside. Therefore, units behind Crest hexsides on top of hills (e.g., Cemetery Hill, Little Round Top, etc.) may fire through Crest hexsides at adjacent Enemy units, but the Enemy unit does not derive the benefit of the Crest, because the firing unit is not firing through an upslope hexside.

10.43 Units in Woods hexes that are fired upon derive a defensive benefit from the Woods in that the Total Fire Strength column is adjusted one to the left.

10.44 Units which are within fully constructed Breastworks (see Section 19.0) or adjacent to Stone Walls derive a defensive benefit (one column to the left) when fired upon through the Breastwork contour or the Stone Wall hexside.

10.45 The Town hexes of Gettysburg do not provide any defensive benefit for units within them. They do serve to block Line of Sight.

10.46 Roads have no effect on combat in any way. (However, see Case 10.51.) For any terrain effects, refer to the other terrain in the hex.

10.47 In Fire Combat, terrain benefits may adjust the Total Fire Strength column to the left; i.e., if you had a final Fire Strength of "4," but were firing into a Woods hex, you would use the "1-3" column. Effects of terrain are cumulative, but the final net adjustment on the CRT may never be more than two columns in any direction. Thus, you may adjust three to the left and one to the right for a change of two to the left; but you could not adjust three to the left, as a final result. The CRT column is never adjusted to the left of the "1-3" column, and a unit firing with more than fifty Strength Points fires in the "50+" column.

Example: Units with a total Strength of "16" are firing at an Enemy "C"-type unit which is located behind a Ridge hexside in the Woods. Although there would theoretically be one adjustment to the left each for the Woods, the Ridge and the weapon of the defending unit ("C"), there is a maximum of a two column adjustment in any one direction as the final result.

10.5 Special Terrain Effects

10.51 The Sunken Road: The Sunken road (Long Lane) does not affect movement; it does affect Fire Combat in that it acts as a quasi-trench. Units in a Sunken Road hex derive the benefit of the depression; if they are fired upon, the Player adjusts the Fire Strength one column to the left. In addition, units placed in Reserve Status in a Sunken Road hex may not be fired upon unless the firing unit is adjacent to the Sunken Road hex or is firing in a straight line along the length of the Sunken Road. Artillery units may never fire out of the Sunken Road.

10.52 The Railroad Cut: Units in a Railroad Cut hex (a hex containing the Unfinished Railroad bed that has a Cut hexside as a side of its hex) may not fire through a Cut hexside. They may fire into any hex or through any hex that does not contain a Cut hexside. However, units outside the Unfinished Railroad hex (i.e., on "top" of the Cut) may fire into the cut through a Cut hexside only if they are adjacent to that particular Cut hex. The Cut hexside does not block Line of Sight for fire to and from any other hex.

10.6 Effects of Facing and Formation

10.61 Units may fire only through their frontal hexsides; however, they may be fired on through any hexsides. Units fired upon through their rear (enfilade) hexsides have the Total Fire Strength column adjusted one to the right. See Case 7.2.

10.62 Infantry units in column formation, limbered Artillery and mounted Cavalry units may never fire in a Fire Phase. In addition, units in column formation do not derive any benefit from their weapon type when fired upon. Thus, a "B"-type unit in column, when fired upon, adjusts the Fire CRT column one to the right for the column formation; however, it does not also move it one to the left for its weapon-type, as the column formation negates the weapon-type logic or geometry should be decided in favor of the defender.

10.7 Line of Sight

The ability of a unit to fire from the hex it is in to some other hex depends on the terrain entered or crossed by the Line of Sight (LOS). LOS is defined as the ability to see the target; it is represented by a straight line drawn from the center of the firing hex to the center of the target hex. As there is no indirect fire in TSS, the LOS is always blocked if it passes through a blocking hex or through a blocking hexside which is not common with or adjacent to either the firing unit or the target hex. In addition, you can always see into a blocking hex, but you cannot see beyond the blocking hex. If there is no LOS, fire is not possible. With the exception of the Unfinished RR Cut, units may always fire into an adjacent hex.

10.71 There are three types of blocking terrain in TSS: Woods hexes, Gettysburg Town hexes and Ridge/Crest hexsides. Slope hexsides, Stone Walls and Breastworks have no effect on LOS. In addition, units, Friendly or otherwise, may block LOS. Whether blocking terrain actually blocks LOS is dependent upon the elevation of both the firing and defending units.

10.72 For purposes of game simplification, there are three levels of blocking terrain: ground-level, ridge-level and hilltop-level. The latter level of terrain consists of certain, designated Crest hexes and only these Crest hexes: Big Round Top (C1822 and C1923), Little Round Top (all hexes on the hill), Cemetery Hill (all hexes on the hill), Culp's Hill (only hexes adjacent to and on the up side of a Crest hexside), Oak Hill (all hexes), and Power's Hill. These are the only Crest hexes that qualify as hilltop-level for LOS purposes, although there are other Crest hexes on the map (e.g., McPherson's Ridge, Seminary Ridge, etc.). Ridge-level hexes are all hexes on either side of a Ridge and adjacent to that Ridge hexside (excluding all hilltop-level hexes). Ground-level blocking hexes include all Woods and Town hexes, plus any hex on ground-level that contains a unit. No other terrain has any effect on LOS.

10.73 Hilltop-level hexes are the highest elevation on the map. Ridge-level is intermediary, and ground-level is the lowest. All blocking terrain is capable of blocking LOS, depending on elevation.

10.74 Units adjacent to and sighted, or sighting, through a Ridge- or hilltop-level Crest hexside are said to be on the level of elevation of that hexside. Furthermore, a Ridge or Crest hexside that is part of the hex from which firing is occuring or into which firing is projected does not block LOS. In addition, units may always fire into Woods or Town hexes if there is no other intervening blocking terrain; i.e., you may fire into a Woods/Town hex, but may not fire through one (unless the firing or target unit is on a higher level, see Case 10.76).

10.75 To judge LOS between hexes located on the same elevation, lay a straight edge from the center of the firing hex to the center of the target hex. If any point along this straight line passes through a blocking hex or hexside that is of the same or higher elevation than the level of the two hexes in question, then the LOS is blocked, unless the blocking terrain is actually part of the firing or target hex (10.74). If the LOS is blocked, Fire Combat may not take place. Any ambiguous cases which cannot be determined by the rules or the

[Diagram: two example hex rows illustrating "LOS BLOCKED" and "LOS UNBLOCKED" across a Ridge hexside — a dashed sight line from a firing hex to a target hex is stopped where it crosses a Ridge hexside that is not part of either hex, and is unblocked when the Ridge hexside lies at the target end.]

1. If the firing hex is on the level that is lower than that of the target hex, the LOS is blocked if the blocking terrain is halfway between the two hexes or closer to the firing hex than it is to the target hex.

[Diagram: "LOS BLOCKED" — firing hex lower than a Ridge-level target; the intervening blocking terrain sits closer to the firing hex, cutting the sight line.]

2. If the firing hex is at a higher elevation than the target hex, the LOS is blocked if the intervening blocking terrain is halfway between the two or is closer to the target hex than it is to the firing hex.

[Diagram: "LOS BLOCKED" — firing hex higher than the target; the intervening blocking terrain sits closer to the target hex, cutting the sight line.]

10.76 To judge LOS between hexes located on different elevation levels, follow the same procedure with the straightedge as in Case 10.75. Intervening blocking terrain that is higher than either level automatically blocks LOS. Intervening blocking terrain or units on a lower level than either level does not block LOS. Intervening blocking terrain that is of the same elevation as the higher level of the two hexes in question blocks LOS automatically. However, if the intervening blocking terrain is of the same level as the lower of the two levels in question, and the blocking terrain is not considered part of the firing or target hex (10.74) then there is only a possibility that the LOS is blocked:

  1. If the firing hex is on the level that is lower than that of the target hex, the LOS is blocked if the blocking terrain is halfway between the two hexes or closer to the firing hex than it is to the target hex.

  2. If the firing hex is at a higher elevation than the target hex, the LOS is blocked if the intervening blocking terrain is halfway between the two or is closer to the target hex than it is to the firing hex.

10.77 No unit may fire through a Woods or Town hex that is directly adjacent to the firing hex, regardless of level. Thus, a unit on hex C1724 may not fire through hex C1624 to another hex, no matter how distant or elevated the target. (Note that this rule renders Big Round Top useless as a military objective, despite its elevation.) In addition, if there are two units (Friendly or otherwise) in adjacent hexes and the common hexside between them is a Ridge hexside with a Slope hexside on both sides of the Ridge, neither unit may fire through (i.e., over the head of) the other unit. A unit on a Crest hex adjacent to another unit in a similar situation may fire over the head of the unit on the other side of the adjacent Crest hexside because it is higher than the adjacent unit.

Example: A unit on A3933 may fire through a unit in A3932, but not vice versa. Units on hexes A1812 and A1813 may not fire through each other; they block each other's LOS.

10.78 The Unfinished Railroad Cut hexsides never block LOS for hexes outside the Cut. Thus, units on opposite sides of the Cut may fire at each other if there is no other intervening blocking terrain. Units within the Cut may never fire through a Cut hexside, even if the target unit is adjacent! Units outside the Cut may only fire into the Cut through a Cut hexside if they are adjacent to a Cut hexside that forms a part of the Cut hex in question.

10.79 The Sunken Road has no effect on LOS. It only provides "cover" for units (see Case 10.51).

10.8 Casualties

The Fire CRT gives results in casualties. Each number on the Fire CRT represents the number of men (in 100's) killed and/or wounded. However, for Artillery units the number represents loss of guns, not men. Thus, a result on the Fire CRT of "1" means a loss of one hundred men (or one gun, if Artillery).

10.81 For each Point of combat loss the Combat Strength of the unit is reduced by one and the Casualty Track of that particular side is adjusted to reflect the loss in terms of men. Note that Cavalry losses are kept separate from other losses as they are worth more Victory Points (see Case 22.11). To lower the Combat Strength, simply replace the present counter with another Combat Strength Counter that reflects the reduced number.

10.82 Artillery units take losses in guns from Fire Combat only when hit by Enemy Artillery Fire. Any loss result obtained from Small-Arms Fire is considered to be a Pinned result (see Case 10.84). Thus, Artillery may be Pinned by Small-Arms Fire, but not reduced.

10.83 Certian results on the Fire CRT have an asterisk (); e.g., a roll of six in the "1-3" column produces a result of "1." The asterisk means that if the firing unit is Artillery and the unit fired upon is Infantry (or dismounted Cavalry/HQ), the result is ignored in terms of casualties, but is considered to be a "Pinned" result.

10.84 Certain results on the Fire CRT are "Pinned" results. These may be shown either as "PIN" or as a result of Case 10.83. A unit that receives a Pinned result may not move (except in a retreat as a result of combat), nor may it fire in a Friendly, offensive Fire Phase or engage in Melee combat in a Friendly Melee Phase. It may fire defensively, and it may engage in Melee if forced to by the Melee rules. To indicate a unit that is Pinned, place a PIN Marker on top of the unit(s). If there is more than one unit in a hex, and the top unit receives a Pinned result, both units are considered to be Pinned. Pinned units that later become routed are no longer Pinned; however, routed units may become Pinned. Pinned units may change facing.

10.85 PIN Markers are removed in the Friendly Final Command Phase. Therefore, a unit that receives a Pinned result in an Enemy offensive Fire Phase may not move or engage in offensive combat until the Pinned unit's Friendly Final Command Phase. Pins do not cause casualties.

10.86 Each Player has a Casualty Track. Each Casualty Track is divided into three sections, enabling the Player to keep track of accumulated losses: 100's, 1000's and 10,000's. For each Combat Strength Point lost by non-Artillery units, the track for that side is adjusted to reflect the loss of one hundred men. Separate Markers are provided for Cavalry losses and should be used on the same track to reflect such. For Artillery units, a loss of one hundred men is taken only when the entire battery is eliminated. (Note that losses, in guns, are still being subtracted from the Combat Strength figure of the unit on the map.) Exception: see Case 18.92.

10.87 Leaders may be killed or wounded (see Case 17.4). When a Leader is killed or wounded, place his counter in the Leader Casualty Box in the appropriate section. A Leader may be Pinned, but he does not lose his effectiveness as a result of the Pin; only his ability to move.

10.88 The number of guns lost by capture (not destroyed) is recorded by simply placing a Strength Marker equal to the total of guns captured in the Captured [Guns] Box.

10.89 Casualties are translated into Victory Points for determining the winner in each Scenario. Consult the Victory Conditions (see Section 22.0) and each particular Scenario for a more detailed explanation.

10.9 The Fire Combat Results Table

Total Fire Strength Directed into Hex

Die Roll1-34-67-910-1516-2122-2728-3334-3940-4546-4950+
1••••Pin111122
2•••Pin1111222
3••Pin11112222
4•1111122223
5Pin1111222334
6 (D)1*1*1*22233445

Results shown are losses in Combat Strength Points; the Combat Strength is reduced by the number result. (D) = If a "six" is rolled, roll again and check for Ammunition Depletion (see Case 12.21). Pin = unit is Pinned; see 10.84. * = If Artillery is firing against Infantry-type, defending unit is Pinned instead of taking loss. • = No Effect.

Adjustments to Total Fire Strength Column: Never more than a two-Column final Shift in any one direction.

Move One Column to Left if...

  • Defending unit is fired on through adjacent UpSlope Ridge hexside.
  • Defending unit is fired on through adjacent Breastwork or Stone Wall.
  • Defending unit is B-, C-, S- or P-type.
  • Defending unit is in Woods hex.

Move One Column to Right if...

  • Defending unit is limbered Artillery.
  • Defending unit is Infantry in Column formation.
  • Defending unit is fired on through an Enfilade hexside.

Move Two Columns to Right if...

  • Defending unit is mounted Cavalry.

11.0 ZONES OF CONTROL

GENERAL RULE:

All Infantry units in line formation, dismounted Cavalry, unlimbered Artillery and Headquarters units have a Zone of Control extending into the three hexes adjacent to their frontal hexsides. Supply units and Leaders have no ZOC's.

[Diagram: a unit's three frontal hexes marked "ZOC," illustrating that only the hexes adjacent to the unit's frontal hexsides are Zone of Control hexes, not its rear hexes.]

The ZOC's of these units affect combat, supply and command. The presence of a unit in an Enemy ZOC does not mandate combat; combat is always voluntary.

CASES:

11.1 Withdrawal Fire

If a Friendly unit is in the Zone of Control of an Enemy unit and the Friendly unit wishes to leave that hex, the Enemy unit may fire at the moving unit before it leaves.

11.11 Withdrawal Fire takes place during the withdrawing unit's Movement Phase before the withdrawing unit leaves the hex; i.e., the range is considered to be one hex.

11.12 Withdrawal Fire is in addition to any normal offensive or defensive fire. However, a unit firing Withdrawal Fire may only do so once per Phase, and the firing unit must check for ammunition depletion (see Case 12.21).

11.13 If there are two (or more) units in the ZOC of an Enemy unit and they both wish to withdraw, the withdrawing units must first state their intention to withdraw. The Enemy unit must then decide whether he wishes to fire all his Strength at one unit or divide it among the departing units according to Case 10.34. The firing unit may fire its total Strength only once per Phase (11.12).

11.14 If there are two units in a stack and both wish to withdraw, only the top unit may be fired upon by Withdrawal Fire. If only one of the units wishes to withdraw, it may do so without being fired upon; however, in such a case, the unit remaining in the hex may suffer Withdrawing Fire, even if it does not withdraw! In effect, it is 'covering' for the withdrawing unit.

11.15 A unit suffering casualties during Withdrawal Fire acts as if it had suffered casualties during any regular Fire Phase: it must roll for possible Rout or Leader loss, etc. If a unit suffers a Pinned result in withdrawing it may move one hex and then becomes Pinned.

11.16 A unit may withdraw from an Enemy ZOC through any hexside it wishes, as long as it does not enter an Enemy-occupied hex. However, if in withdrawing the unit presents its enfilade hexsides to the firing unit, the unit firing Withdrawal Fire then gets the benefit of enfilade fire (see Fire CRT). Note that a unit may not "back out" of a hex. (However, see Case 18.8.) A unit withdrawing will almost invariably present its enfilade to an Enemy unit.

11.17 Withdrawal Fire takes place solely in the Movement Phase and the Retreat Before Melee Phase, and is an exception to the rule that no combat may take place during the Movement Phase. A unit that is in the ZOC of an Enemy unit during a Fire Phase and is forced to retreat out of that ZOC during that Fire Phase does not suffer Withdrawal Fire. Furthermore, Withdrawal Fire is not considered part of any Fire Phase, and units that use Withdrawal Fire may fire regularly during any Fire Phase in that Player-Turn. Withdrawal Fire is, in effect, a "free shot." Remember to check for ammunition depletion.

11.2 Retreat Fire

A unit that is forced to retreat into the ZOC of an Enemy unit other than the unit which caused the retreat may undergo Retreat Fire. The procedure for Retreat Fire is the same as for Withdrawal Fire (above) with the exception that units entering the ZOC trigger the fire, as opposed to units leaving the ZOC (as in Withdrawal Fire). Each time that a unit retreats into the hex of a different Enemy unit, the possibility of Retreat Fire is triggered; therefore, a retreating unit may be fired on by several Enemy units as it retreats. Retreating routed units that suffer casualties from Retreat Fire do not roll for additional rout. Enemy units firing on retreating units may only fire once during any Retreat Phase; they may not split their fire as in Withdrawal Fire. Units firing Retreat Fire must check for ammunition depletion. Retreat Fire, like Withdrawal Fire, is considered a "free shot."

11.3 Effect on Ammunition Supply

Units attempting to trace a Line of Supply to their Supply Units (12.23, etc.) may not trace this line through an Enemy Zone of Control.

11.4 Effect on Leader Control

Units attempting to trace a Leadership Radius from a Leader to a unit (or another Leader) may not trace this line through an Enemy Zone of Control.

11.5 Extent of Zones of Control

Zones of Control do not extend through impassable hexsides. The presence of a Friendly unit negates an Enemy ZOC for the purposes of Supply and Leadership Lines. However, the presence of a Friendly unit does not negate an Enemy ZOC for purposes of Withdrawal or Retreat Fire.

12.0 AMMUNITION SUPPLY

GENERAL RULE:

All units, with the exception of mounted Cavalry, Supply units and HQ guards, are subject to ammunition depletion. Artillery ammunition depletion is represented by the number of rounds fired as compared to the total rounds available. When there are no more rounds available, Artillery may not fire. All other Small-Arms units suffer ammunition depletion as a "result" on the Fire CRT. These units may be resupplied by being within Supply Range of a Supply Wagon. A more complex—and optional—treatment of ammunition supply is contained in Section 23.0.

CASES:

12.1 Supply Wagons

Each side receives a number of Supply Wagons, as indicated by the Set-Up and Reinforcement Schedule for that particular Scenario. These are used to resupply Small-Arms units that have suffered ammunition depletion.

12.11 Each Supply Wagon is represented by an individual counter and a Combat Strength Counter, the latter representing its guard. Each Supply Wagon starts with a guard of one hundred "R" Infantry. They have a Movement Allowance of five, but they move as if they were limbered Artillery. They have no ZOC.

12.12 Supply Wagon guards may fire only in a Defensive Fire Phase; they engage in Melee only when attacked in an Enemy Melee Phase or when forced to Melee as the result of an Engaged Melee. If the guard of a Supply Wagon is eliminated, the Supply Wagon itself is not automatically eliminated. It remains on the board without a guard. A Supply Wagon counter may never be eliminated by Fire Combat; it may be captured during Melee and destroyed. Supply Wagons may rout and retreat. Routed Wagons are automatically rallied in the next Friendly Final Command Phase; they do not need the presence of a Leader. A routed Supply Wagon may not resupply units until it is rallied.

12.13 Supply Wagons which have lost their guard may have a new guard assigned to them. This is accomplished by having any "R" Infantry unit stack with the Supply Wagon at the end of a Friendly Movement Phase. The Infantry unit then transfers one of its Strength Points to the Wagon, subtracting the Point from its own Strength. The units may then move their own separate ways the next Turn. Dismounted Cavalry units may never be used as Wagon guards. There may never be more than one hundred men (one Strength Point) in a Wagon guard detachment. Units undergoing such a maneuver must obey all stacking restrictions.

12.14 Supply Wagons are not subject to Leadership restrictions. They may move, have combat and function in general without the benefit of a Leader.

12.15 Supply Wagons may be captured. To capture a Supply Wagon, a Friendly unit must end its Melee Phase in the same hex as an unguarded Supply Wagon, with no other Enemy units present. At the beginning of the next Friendly Movement Phase, the Friendly Player, if he is still in the hex, may choose to either destroy the Wagon (simply by announcing, prior to movement, that the Wagon is destroyed and then removing the counter) or capture it. To capture a Supply Wagon, simply replace the captured counter with one of the capturing Player's. The captured Wagon is then moved normally. Captured Wagons may be used to supply Friendly troops.

12.16 Players may not replace lost Supply Wagons; they are limited strictly to the number of Wagons designated in each Scenario.

12.17 Supply Wagons—and their guard—never suffer from ammunition depletion.

12.2 Small-Arms Ammuntition Supply

Infantry, dismounted Cavalry and all other non-Artillery units (small-arms units) are subject to possible ammunition depletion each time they fire. Ammunition depletion never affects the ability of the unit to move.

12.21 Each time that a small-arms unit fires and rolls a "6" on the die, there is a possibility that that unit has run out of ammunition. The Player firing rolls again for each unit that fired in that combat result: a roll of 1, 2 or 3 means that the unit is out of ammunition. An Ammunition Depleted Marker is then placed on top of the unit to indicate its status.

12.22 A unit out of ammunition may move and engage in Melee normally. It may not fire under any circumstances until it is resupplied.

12.23 To be resupplied, a small-arms unit must be within five Movement Points (not hexes) of a Friendly Supply Wagon in its Friendly Final Command Phase. The route of Supply is traced from the unit to the Wagon and not vice versa. The Movement Points are counted as if the Player were moving a line Infantry unit, with the exception of Pikes, Roads, etc., may be used as if the unit were in column. Note that the unit itself does not move; this is simply a method of determining the distance. The route to the Supply Wagon may not pass through an Enemy Zone of Control or directly through an Enemy unit.

12.24 Any number of units may be resupplied during a Friendly Final Command Phase, as long as they can satisfy the requirements of Case 12.23.

12.3 Artillery Ammunition

In certain Scenarios, each Player is limited as to the total number of times he may fire his Artillery. In these Scenarios, each time an Artillery battery fires, regardless of the number of guns it has, it uses one "round" of ammunition. The level of the Artillery Ammunition Availability Track (AAAT) is then reduced to reflect this use. In addition, certain combat losses result in corresponding losses of Artillery ammunition. Artillery Ammunition Supply is used only in the Campaign and Third Day Scenarios. In all other Scenarios, Artillery ammunition is unlimited for both sides.

12.31 Each time an Artillery battery fires (whether fire is split or not) it uses up one round of ammunition, regardless of the number of guns in the battery. The number of rounds of ammunition available to the Player is given in the particular Scenario. Each loss of rounds is recorded on the AAAT. Thus, if the Confederate Availability level was 455 at the beginning of a particular Turn, and he fired 16 batteries during that Turn, the availability level would be reduced to 439.

12.32 When a Player runs out of Artillery ammunition, he may not fire his Artillery any more during that Scenario. There is no way to resupply Artillery ammunition. (However, see Section 23.0.)

12.33 Artillery does not use any ammunition when engaged in Melee combat.

12.34 For each gun (or Combat Strength Point) that is captured by an Enemy Player (see 13.83) the ammunition availability level of that Player is reduced by three. Thus, if a battery of three guns was captured, that Player would lose nine rounds of ammunition.

12.35 Ammunition may also be lost by exploding caissons. Caissons are the Artillery batteries' ammunition boxes. They are not a separate unit. Every time that an Artillery unit suffers a loss on the Fire CRT as a result of Artillery fire, the losing Player rolls the die. If he rolls a "1" a caisson has exploded and the Player then rolls again, multiplying the second roll by three. The resultant number (second roll times three) is the number of rounds lost because of a caisson explosion.

12.36 The Artillery Ammunition Availability Track is found on Map C.

13.0 MELEE COMBAT

GENERAL RULE:

Melee Combat represents hand-to-hand fighting that takes place when Friendly units attempt to dislodge Enemy units from a given position. Melee occurs when a Phasing Player, in the Melee Phase, moves a unit (or units) into the same hex as an Enemy unit(s). The ensuing combat is mandatory, and the result is taken from the Melee Combat Results Table.

PROCEDURE:

A unit that wishes to Melee with an Enemy unit must begin the Friendly Melee Phase adjacent to that Enemy unit. Then, in the Melee Phase, it moves into the hex with the Enemy unit. The Melee Strengths of the units are compared, and the resulting combat differential is then resolved on the Melee CRT. Thus, if an attacking unit has two more Strength Points than the defending unit, it attacks with a differential of "+2." As a result of Melee, units may be captured, suffer casualties, be forced to retreat and possibly be routed, or remain engaged in the Melee. Melee may occur only in the Melee Combat Phase; it may never occur during any other Phase.

CASES:

13.1 Definition of Melee Strength

The Melee Strength of all units, with the exception of mounted Cavalry and Artillery (limbered or unlimbered) is always its Combat Strength. Every Artillery unit engages in Melee with a Strength of "1," which may be added to any other units present in the hex. Mounted Cavalry engage in Melee with its given Combat Strength unless they are charging (see 18.2), in which case they engage in Melee at two times their Base Strength.

13.2 Restrictions on Ability to Engage in Melee

To engage in Melee, a unit must begin the Friendly Melee Phase adjacent to the Enemy unit it wishes to Melee with. Furthermore, it must be able to move into the defending unit's hex through one of the attacking unit's frontal hexsides. Units may never fire at one unit during a Friendly Fire Phase and then Melee with a different unit in the succeeding Melee Phase. If a unit wishes to Melee, it must Melee with a unit it fired at, if it fired. If it did not fire in the preceding Offensive Fire Phase, it may Melee with any unit, within the above-mentioned restrictions. Melee is not mandatory; simply because a unit is adjacent to an Enemy unit does not mean it must engage in Melee. However, once a unit has entered an Enemy-occupied hex then it must Melee.

13.3 Effects of Terrain

The terrain within the hex has no effect on Melee. However, if all Melee attacking units enter the Melee hex by crossing a Stream, Ridge, Stone Wall or Breastwork hexside, the defending units add one Point to their Strength. Defending units may never add more than one Point for terrain purposes. Units may engage in Melee only in hexes into which they could normally move.

13.4 Effect of Leaders

Leaders have an effect on Melee. If a stack of units, attacking or defending, contains a Leader or Leaders, that stack may add one Point to its total Strength. Example: An Infantry regiment worth "5" and stacked with a Leader crosses a Stream and Melees with an Enemy regiment worth "2," which is also stacked with a Leader. The final combat differential is +2: the "5" gets one more for the Leader, for a total of "6," but the defending unit also has a Leader and was attacked across a Stream for a total of four (2+1+1=4).

13.5 Determining the Combat Differential

The Melee CRT is a "differential" CRT. The combat ratio is expressed as a difference between the total Strength Points of the attacker (the Phasing Player) and the total Strength Points of the defender. The defender's Points (adjusted for terrain and Leaders) are always subtracted from the attacker's, regardless of who has more Points. Thus, a defender with "8" adjusted Points attacked by a unit with a total Strength of five would produce a differential of minus three (-3). Differentials lower than -4 or higher than +7 use the -4 or +7 columns, respectively.

13.6 Stacking in Melee

Each side may stack up to eight Combat Strength Points (not Melee Strength Points, which are adjusted Combat Strength Points) in a Melee hex, with a provision that each side may have no more than two units in a hex. Therefore, there may be, in a given Melee hex, up to sixteen Combat Strength Points, or four units total. There may never, under any circumstances, be more than the limits thus imposed. If infantry units are stacked with Artillery, losses are taken from the Infantry units first, regardless of the stacking order. For other units, losses may be taken as the Owning Player desires. Friendly units may enter the same Melee hex from different hexes. Units may not move through units engaged in a Melee.

13.7 Retreat Before Melee

Prior to the Melee Phase, the non-Phasing Player may chose to retreat units subject to Melee rather than have them undergo attack. Thus, in the Retreat Before Melee Phase, the non-Phasing (but retreating) Player may move any units that are subject to Melee under Case 13.2 one or two hexes away from the Enemy unit, as long as they do not enter an Enemy ZOC. Units that retreat before Melee are subject to Withdrawal Fire and, regardless of whether they suffer casualties as a result of Withdrawal Fire, they must roll for rout (see 14.0). The Phasing (attacking) Player may then advance into the vacated hex, but he may not Melee with a unit so advanced in that Turn. Unlimbered Artillery may not retreat before Melee (however, see Case 18.8).

13.8 Results of Melee Combat

As a result of Melee, units may be captured, suffer casualties, be forced to retreat, or remain engaged.

13.81 A "K" result on the Melee CRT means that one Strength Point (100 men) from the side affected has been killed or wounded (see Case 10.8).

13.82 A result of "R" plus a number (e.g., R2) means that the affected unit(s) must retreat the given number of hexes. At the end of the retreat, that unit rolls for possible rout.

The Path of Retreat is generally away from Enemy lines and towards one's own lines (see Section 15.0). Unlimbered Artillery units may not retreat, and any such retreat result on the Melee CRT means that all guns, plus one hundred men, in that hex have been captured.

13.83 A result of "C" plus a number means that number of Combat Strength Points have been captured. The affected unit is reduced by that number of Strength Points (or guns, for limbered Artillery) as if it were a normal casualty, and the number of men captured from that particular side is recorded on the Captured Track (not by that side). These men are permanently captured; they cannot escape or be recaptured. Any "C" result against an unlimbered Artillery unit results in all guns and men being captured.

13.84 A result of "Eng" means that all units in that hex are engaged; i.e., the fighting is still raging. Engaged units may neither fire nor move, nor may that hex be fired upon by other units. Furthermore, other units may not move through that hex, although they may move into it under certain circumstances (see B below). A counter indicating that the units are engaged is placed on the Melee units. In the ensuing Player-Turn the former defending Player has three choices:

A. He may fight another Melee in his Melee Phase, recomputing the differential if necessary; or,

B. He may, within stacking restrictions, bring in reinforcements and fight another Melee as in A; or,

C. He may choose to retreat two hexes, rolling for rout at the end of the retreat. Units that choose to retreat from a Melee do not suffer Withdrawal Fire. Note that this is different from retreat before Melee. There is no advance by the unit(s) left in the hex. A Player may choose to retreat one or both of his units. Unlimbered Artillery may not choose this option (C).

13.85 If an Artillery, HQ or Supply unit is engaged in a Melee, and the result is Engaged, that unit may then Melee in its Friendly Melee Phase, as per Case 13.84. This may be an exception to the rule that certain units may not initiate Melee.

13.9 Melee Combat Results Table

Melee Strength Differential (Attacker minus Defender)

Die Roll−4−3−2−10+1+2+3+4+5+6+7
1 Attkr / DefdrR2 / •Eng / EngEng / EngK / C1R2• / C1R2• / C1R2K / C1R3• / C2R3• / C2R3• / C2R3• / C2R3• / C2R3
2 Attkr / DefdrC1R2 / •R2 / •Eng / EngEng / EngK / C1R2• / R2• / C1R2K / C1R2• / C2R2• / C2R2• / C2R2• / C2R2
3 Attkr / DefdrC1R2 / •C1R2 / •R2 / •Eng / EngEng / EngK / C1R2• / C1R2• / C1R2K / C1R2• / C2R2• / C2R2• / C2R2
4 Attkr / DefdrC1R2 / •C1R2 / •C1R2 / •R2 / •Eng / EngEng / EngK / C1R2• / C1R2• / C1R2K / C1R2• / C2R2• / C2R2
5 Attkr / DefdrC2R2 / •C2R2 / •C1R2 / •C1R2 / •R2 / •Eng / EngEng / EngK / C1R2• / C1R2• / C1R2K / C1R2• / C2R2
6 Attkr / DefdrC3R3 / •C3R2 / •C2R2 / •C1R2 / •C1R2 / •C1R2 / KEng / EngEng / EngK / C1R2• / C1R2• / C1R2K / C1R2

EXPLANATION OF RESULTS:

Attkr: Effect on Attacker. Defdr: Effect on Defender.

K = 1 Strength Point becomes a casualty.

C1, 2 or 3 = That number of Strength Points is captured by the Enemy.

R1, 2 or 3 = Unit must retreat that number of hexes, then check for possible Rout.

Eng = The units are Engaged; see Case 13.84 [printed as 13.83 on this chart].

• = No result against that side.

Terrain and Leader Effects on Melee Combat: See Cases 13.3 and 13.4.

Retreats are always executed after losses; a C2R2 means remove two Points are captured, then retreat the remaining units two hexes.

14.0 ROUT

GENERAL RULE:

Any time that a unit suffers a casualty as a result of Fire Combat, or receives a Retreat result on the Melee CRT, there is a possibility that that unit may be routed. Routed units are forced to undergo a retreat—and remain routed until they are rallied by their Leader. Routed units are restricted as to their abilities to move and have combat.

PROCEDURE:

Each unit in a hex that suffers a casualty, or obtains a "Retreat" result from Melee, checks individually for rout. A die is rolled for each unit; if the number on the die is higher than the Combat Strength of the unit that unit is routed. Example: A "3" Infantry regiment suffers a loss of one Strength Point (as a result of Enemy fire) it is reduced to "2" and the Player then rolls the die. A three is rolled and the unit is routed and forced to retreat because the three on the die is higher than the adjusted Combat Strength of "2."

CASES:

14.1 When Units Are Routed

Units check for possible rout each time they suffer a casualty on the Fire CRT, receive a "Retreat" result on the Melee CRT, or Retreat Before or From Melee. A Pinned result does not call for a rout check.

14.2 Determining Rout

To check for rout, first subtract any casualties or captures from the individual units in the hex. Then roll one die; if the die is higher than the newly adjusted Combat Strength, then the unit is routed. Any unit that is stacked with a Leader counter(s) adds one to its Strength for the purpose of checking for possible rout. All units with a Combat Strength of five or greater rout on a roll of six, no matter what their Strength. However, a unit with a Combat Strength of five or greater that is stacked with a Leader can not be routed. Unlimbered Artillery units cannot be routed.

14.3 Effects of Rout

Units which are routed must retreat three hexes (not an expenditure of Movement Points), in addition to any other retreats that may have been received in that Combat Phase. Once routed, units may not be routed again unless they have been rallied. Thus, a rallied unit that is forced to undergo Retreat Fire (11.2) does not roll for rout again. Routed units may not engage in Fire Combat, offensive or defensive; they may Melee only if attacked (see Case 18.35), and if so attacked they Melee at one-half their Melee Strength (with a minimum Strength of "1"). Routed units may move only one hex per Turn in the Friendly Movement Phase, regardless of terrain costs. Routed Infantry, Supply and HQ units are so indicated by turning them over so that their "Rtd" side is face-up. Cavalry and limbered Artillery indicate Routed status by placing an "Rtd" Counter on top of the routed unit.

14.4 Rally

Routed units remain in a routed state until they are rallied in a Friendly Final Command Phase. Limbered Artillery and Supply units automatically rally in this Phase. Other units may be rallied if: a] they are adjacent to a commander or stacked with any leader; or b] they are within a three-hex radius of their officer and that officer expends a morale point to rally the unit (see 17.16). If a unit is stacked with a leader and is routed, the leader is not routed (Leaders are never routed). The leader, however, must retreat with the routed unit, although he retains all his usual abilities. He may rally the unit with which he is stacked in the ensuing Friendly Final Command Phase.

14.5 Effects of Stacking

If there is more than one unit in a hex and there is a check for rout, each unit is checked separately. If only the top unit is affected—as in Fire Combat—that unit rolls for rout. If there is no rout the bottom unit need not check. However, if the top unit is routed, the bottom unit then must check for rout after the first unit has retreated. The bottom unit receives the benefit of any Leader that began the Phase in that hex. Leaders on a stack of units may choose to retreat with a routed unit or remain with any non-routed unit. If a stack suffers a casualty from Artillery fire, both units check for rout, regardless of the status of either unit.

14.6 Artillery Units

Unlimbered artillery is never routed.

14.7 Effects of Town Hexes [Gettysburg]

14.71 Units suffering a casualty or retreat while in a Gettysburg Town hex add one to the die when rolling for rout. Thus, a roll of four becomes a five; a roll of six remains a six.

14.72 Units forced to retreat into a Gettysburg Town hex from a non-Town hex are automatically routed.

14.73 Routed units which begin a Final Command Phase in a Town hex may not be rallied unless they are stacked directly with a Leader, or the requisite Leader (Officer or Commander as per Cases 17.16 and 17.19) can trace a Line of Communications to the unit. This line may be traced only through Pikes or Roads. For purposes of tracing this line, a Town hex is considered to have a "blocking" hexside unless it is traversed by a Pike or Road. Thus, a commander may not rally a unit in an adjacent Town hex unless the two hexes are connected by a Pike or Road.

14.8 The Iron Brigade [1/1/I]

The regiments of the Iron Brigade of the Union Army—First Brigade, First Division, I Corps (1/1/I)—are never routed, no matter how many casualties they sustain. Historically, units of the Iron Brigade sustained up to 80% losses without giving ground. However, Players who feel encumbered by this rule may choose, by mutual agreement, to ignore it if they so desire. (However, see Section 26.0.)

15.0 RETREATS

GENERAL RULE:

Units may be forced to retreat as a result of rout or as a direct result from the Melee CRT. The number of hexes retreated depends on the combat result received. Retreating units must follow certain conditions when retreating.

CASES:

15.1 Restrictions on Retreats

A retreating unit may not move through an Enemy unit or an unpassable hexside (Marsh Creek or the RR Cut). If it is unable to retreat because it is completely surrounded by Enemy units, unpassable terrain and/or the edge of the map, it is considered to be captured.

15.2 Effect of Zones of Control

Retreating units may pass through Enemy Zones of Control, but in doing so they may undergo Retreat Fire (see Case 11.2).

15.3 Presence of Friendly Units

A retreating unit may not retreat through Friendly units if there is another path open to it. If the retreating unit is forced to retreat onto or through a Friendly unit, that Friendly unit must then roll for possible rout. If the unit retreated onto is already routed, then that unit automatically retreats an additional three hexes (although it doesn't roll for rout, as it is already routed).

15.4 The Path of Retreat

All retreats are conducted by the retreating Player. In determining a Path of Retreat, units should attempt to follow the terrain of least resistance, away from Enemy lines and towards their own lines. The retreating unit must always end its retreat the number of hexes it is mandated to retreat away from the Enemy unit that caused the retreat. It may not enter the same hex twice during any retreat or series of retreats. In anomalous situations use common sense; however, the retreating Player has the final say.

15.5 Advance After Retreat

The only situation where a unit may adance into a hex vacated by an Enemy unit is when that Enemy unit has retreated in the Retreat Before Melee Phase (see 13.7). For the purposes of this section only, Retire By Prolonge (18.8) is considered to be a Retreat Before Melee.

16.0 EXITING THE MAP

GENERAL RULE:

No unit may voluntarily exit the game map. If a unit is forced to exit the game map, it is considered to be captured. The row of hexes around the border of the map (21.1) is considered to be off the game map, and no unit on the game map may enter these hexes, with one exception: Leaders may leave the game map and enter a Staging Area in order to escort reinforcements.

17.0 LEADERS

GENERAL RULE:

Various historical Leaders are provided with the game. The Leaders themselves have no combat value; however, they are necessary for the movement and combat of troops. There are two types of Leaders: Officers and Commanders. Counters are provided for General Lee and Major-General Meade, the figures represented by the Players; these two counters have no effect on play.

PROCEDURE:

In the Initial Command Phase, the Phasing Player checks to see which of his units are not within the Effectiveness Radius of their respective Officers. Any units not within that radius may not move or fight. The Officer's radius may be extended by his Commander if he is within three hexes of that Commander. In the Final Command Phase, units that have been routed may be rallied by Officers or Commanders.

CASES:

17.1 How Leaders Are Used

There are two types of Leaders: Officers and Commanders. Each of these Leaders has differing functions, and it is important that the Players keep in mind the differences between the two. Each Leader has his own counter; there is no second, or Strength Counter as a Leader is not a combat unit and may not engage in combat on his own. All Leaders have a Movement Allowance of ten.

17.11 Officers are the Infantry Brigade Leaders for the Confederacy, the Infantry Divisional Leaders for the Union, and the Cavalry Brigade Leaders for both sides.

17.12 Officers have two Leadership ratings: the first rating is the Officer's Effectiveness Radius and the second rating is the Officer's Morale Rating. Officers may affect units [only] within their command.

17.13 The Effectiveness Radius is the maximum number of hexes a unit may be from its Officer during the Initial Command Phase in order to move and have combat. Any unit that is not within that radius may not move or attack during that Friendly Player-Turn; it may fire and Melee defensively; e.g., the 7th Tennessee Regiment is five hexes distant from General Archer, its Officer. It may neither attack nor move in the ensuing Player-Turn, as General Archer's Effectiveness Radius is four. The Effectiveness Radius of an Officer may be increased by his Commander(s). Thus, an Officer that is within a three-hex radius of his Commander may have his radius increased by up to two additional hexes by the Commander, if the Commander has the necessary Command Points (see Case 17.17). A unit that is not within the Effectiveness Radius may still fire defensively and defend against Melee.

17.14 The path of hexes of the radius may not be traced through Enemy units, Enemy ZOC's or unpassable terrain.

17.15 There are four exceptions to Case 17.13:

A Mounted Cavalry may always move in a Friendly Movement Phase, even without the benefit of a Leader. To Melee or Charge, however, it must start the Initial Command Phase within its Officer's radius.

B Any unit within three hexes of a Commander of the same unit designation (division/corps) as the combat unit may move and fight normally;

C Units entering the map in column formation as reinforcements may continue to move without benefit of a Leader until they desire to change formation. Remember that changing formation is considered part of movement and it may not occur if, under Case 17.13, the unit is outside its Officer's Effectiveness Radius, etc.

D Artillery, Infantry units designated as Sharpshooters (SS), Supply Units and Leaders themselves are not affected by Leaders; they may move and fight without their benefit.

17.16 The Officer's Morale Rating is used to rally routed units during the Friendly Final Command Phase. For each Point in his Rating an Officer may rally one unit within his command that is within three hexes of the Officer. (Note that the Effectiveness Radius has nothing to do with rallying.) He may not rally more units than he has Morale Points, nor may he rally units that are outside his command. In addition, any unit stacked with an Officer is automatically rallied during the Final Command Phase without expenditure of Morale Points by the Officer. The three-hex path may not pass through Enemy units, Enemy ZOC's, or unpassable terrain.

17.17 Commanders are higher echelon Leaders: divisional or corps Leaders for the Confederacy and Corps Leaders for the Union. Commanders have one rating, a Command Rating. The Command Rating is equivalent to the number of hexes by which a Commander may increase his Officers' Effectiveness Radii. Commanders may only increase the Effectiveness Radii of Officers within their command, and the Officer(s) must be within three hexes of the Commander.

17.18 Commanders may increase an Officer's Radius by up to two additional hexes, if the Commander has the requisite Command Rating. The total number of additional hexes added to Officers' radii may never be more than the Command Rating of the Commander. Example: General Reynolds, with a Command Rating of three, may increase General Wadsworth's radius by one (to nine) or by two (to ten). He would then have one additional Command Point remaining to distribute.

17.19 A Commander may rally any routed unit with which it is stacked or to which it is adjacent, regardless of unit designation. The Commander does not need, nor does he use, any type of Points to do this.

17.2 Effect of Leaders on Melee and Rout

Any unit stacked with one or more Friendly Leaders that is involved in a Melee may add one Point to its Melee Strength. Any units stacked with a Leader and receiving a combat result which forces a check for possible rout may add one Point to its Combat Strength when checking for rout (see Case 14.2).

17.3 Stacking Restrictions

There is no limit to the number of Leaders that may be in a given hex. However, all Leaders must always end a Movement Phase stacked with a unit that is capable of having combat (which includes HQ units). Thus, a Leader may stack with a Supply Wagon that has its guard intact, but it may not stack solely with an abandoned Supply Wagon. Leaders may stack only with regular combat units from within their command. Officers may always stack with their Commanders, and, thus, Officers may stack with higher command HQ units to satisfy stacking requirements. If the entire command of a Leader is eliminated, that Leader is removed from play. However, the other Player does not receive any Victory Points for a Leader so removed. If all the units with which a Leader is stacked are eliminated by Fire Combat, the Leader may be moved immediately to the nearest unit in his command.

17.4 Leader Casualties

Leaders may become casualties or be captured. Whenever a Leader is stacked with a unit that suffers a combat loss (either casualty or capture) two dice are rolled to determine whether the Leader has become a casualty. Roll for each Leader in the hex separately:

Small-Arms Fire: 2 or 11=Leader Killed; 5=Leader Wounded.

Artillery Fire: 2=Leader Killed; 11=Leader Wounded.

Melee, "K" Result: 2 or 11=Leader Killed; 7=Leader Wounded.

Melee, "C" Result: 3 or 6= Leader Captured.

If a Leader becomes a casualty, he is removed from the game and placed in the appropriate space of the Leader Casualty Box. If a Leader is the only Friendly unit remaining in a hex after a Melee, he may not retreat: he is automatically captured by the Enemy units in the hex. Remember, Leaders are never routed, although they must retreat along with units that do become routed.

17.5 Battlefield Promotions

Because of casualties to Leaders, Officers and Commanders may have to be replaced from "the lower ranks" and other Leaders promoted in their place. No command—brigade, division or corps—may ever be without a Leader if it began the game with one.

17.51 If a Commander becomes a casualty, or is captured, he may be replaced by any Officer or lower-level Commander from within his command. An Officer thus promoted to Commander receives a Command Rating of one. A record should be kept on a piece of paper of any such field promotions. The Officer thus promoted should be the highest-ranking Officer within that command. For Officers of equal rank, consider next highest total of Morale Rating plus Effectiveness Radius. After that, the choice is left to the Player. Note that Confederate Corps Commanders, if removed, should be replaced by Division Commanders who are in turn replaced by one of their Officers in a sort of chain reaction.

17.52 The Confederates have a spare Major General available. Major General Isaac Trimble had been wounded in a recent action and was just returning to duty. He had been given no command, but was assigned to Pender's Division as a sort of supernumary. Trimble may be used to replace any Divisional Commander in Hill's III Corps. Otherwise, he remains "hors de combat."

17.53 If a Confederate Officer is removed, he is replaced by one of the "Colonel Counters." These represent brigade-level colonels that take command upon the loss of the Brigadier Generals. The Counters are anonymous—although they are identified by letter—and record should be kept on a separate piece of paper as to which brigade that particular "Colonel" is leading. The Player may choose any "Colonel" available, regardless of rating. "Colonel Counters" may not be promoted to Commander status unless all other historical figures within that command have been eliminated (in which case the Confederacy will be in deep trouble anyway).

17.54 If a Union Officer is removed from play, he is replaced by an Officer from the Union Officer Replacement Pool (see 27.0). The Pool is formed from the brigade-level infantry general officers not used in play, but for whom counters have been provided. Replacements from the Pool may come only from within the removed Officer's command. See the Pool for organizational listings. If there are no replacements available from within the Pool, then a "Colonel Counter" is used as per Case 17.53.

17.55 "Colonel Counters" and Pool generals may be used to replace Officers that have been promoted to Commander status under Case 17.51.

17.56 When "new" Leaders are placed on the game map, they may be stacked with any unit within their command, regardless of the situation of the "removed" Leader.

17.6 Union Cavalry Leaders

Cavalry units of both sides use brigade-level Officers. This is the only place where the Union uses brigade-level Officers. All rules apply to Union Cavalry Officers as apply to Confederate brigade-level Officers.

17.7 Artillery Units

Artillery units have no Leaders. They operate independently of any Leadership restrictions.

17.8 Headquarters Units

Each Infantry Commander has a Headquarters Unit attached to it. These HQ units represent the provost guards assigned to each command.

17.81 Each HQ (provost guard) is a quasi-cavalry unit. HQ units always move as mounted Cavalry and fight as dismounted units, without having to pay the costs for mounting and dismounting. They are counted as Cavalry for casualty and Victory Point purposes.

17.82 Each HQ unit is represented by a Combat Strength Counter of one. If the guard of an HQ unit is eliminated, the HQ counter itself is removed from play; the HQ cannot exist without a guard. However, the HQ may be brought back into play by having a Leader for that HQ stack with an Infantry unit. At the beginning of the next Friendly Movement Phase, one Strength Point is detached from the combat unit and the HQ is reformed and brought back into play. There can never be more than 100 men (or one Strength Point) in any HQ provost guard.

17.83 The HQ unit is considered to be part of the Commander to which it is attached and it automatically enters the game with that Commander. However, the Commander does not have to remain stacked with the HQ unit, and the HQ unit may operate independently of the Commander. All Leaders may satisfy their stacking requisites when stacked with HQ units from within their command. Thus, a Player could conceivably stack all Leaders from any one corps in the same hex as the corps' HQ.

17.84 HQ units may never fire offensively or initiate Melee. They may, however, fire in a Defensive Fire Phase and defend when Melee attacked (see Case 13.85).

17.86 HQ units have a ZOC and a standard facing and may only fire through their frontal hexsides. However, HQ units may never engage in Withdrawal Fire or Retreat Fire. HQ units do block Supply and Leadership lines through their ZOC's. Note that HQ units are considered to be in a mounted state only when they are moving. At all other times, they are dismounted.

17.87 There are no HQ's for Cavalry Leaders.

18.0 CAVALRY AND ARTILLERY

CASES:

18.1 Cavalry Retreat Before Melee

Mounted Cavalry units (including HQ's) in danger of being Melee attacked solely by Infantry units may refuse Melee and retreat one or two hexes. Unlike normal Retreat Before Melee (see Case 13.7) the Cavalry Player pays no penalty for this retreat; he does not roll for rout or undergo Withdrawal Fire. However, if the retreating Cavalry unit enters an Enemy ZOC, it must undergo possible Retreat Fire. Dismounted Cavalry units Retreat Before Melee as if they were Infantry; they pay all penalties.

18.2 Cavalry Charge

Mounted Cavalry units may Charge Enemy units. Mounted Cavalry may also Melee in a normal manner, using their given Combat Strength as a normal Melee Strength.

18.21 Mounted Cavalry may Charge any unit, including other mounted Cavalry. HQ units may not Charge.

18.22 The unit(s) being Charged may not be in a Woods or Town hex, nor may the path of the Charge be through Woods, Marsh, Ridge, Crest or Breastwork hexsides. Charges are made through (over) Stone Walls.

18.23 To mount a Charge, the Cavalry units must begin the Friendly Movement Phase no more than four hexes from the target hex. A Cavalry unit more than four hexes from a target hex may not Charge that target hex during that Player-Turn, although it may Melee normally. The Cavalry unit then proceeds to move adjacent to the target hex. If it is still adjacent at the beginning of the Melee Phase, it may then "Charge," or conduct Melee combat at twice its Combat Strength. Thus, a mounted Cavalry unit that would normally Melee at four—its given Combat Strength—would Charge with a Melee Strength of eight.

18.24 Cavalry units conducting a Charge are automatically routed after the completion of the Melee Combat resulting from the Charge. They may be rallied in the normal manner. This section does not apply to Cavalry conducting a normal Melee.

18.25 Units being Charged (excluding mounted Cavalry) may not use Retreat Before Melee to avoid the Charge. Mounted Cavalry may Retreat Before Melee as in Case 18.1.

18.3 Mounted Cavalry Defensive Adjustments to Melee

When a mounted Cavalry unit (excluding HQ's) is being engaged in Melee by Infantry or Charging Cavalry, it defends with twice its Combat Strength. In defending against a mounted Cavalry unit that is Meleeing normally (not Charging) it uses its given Combat Strength. Thus, if a mounted Cavalry unit with a Base Combat Strength of three were to be engaged in Melee by a dismounted Cavalry unit with a Base Combat Strength of five, the combat result would be found in the "-1" column on the Melee CRT: 5 minus (3 times 2) equals -1.

18.4 Effect of Fire Combat on Mounted Cavalry

If a mounted Cavalry unit is fired upon, the Total Fire Strength column is always adjusted two to the right: one column because the Cavalry unit is mounted and one column because mounted Cavalry is considered to be in column formation!

18.5 Mounted Cavalry and Leaders

Mounted Cavalry may always move and dismount without benefit of a Leader, but they may not mount without a Leader. Mounted Cavalry may not Charge or engage in any Melee without a Leader. Dismounted Cavalry units always need a Leader to function.

18.6 Restrictions on Artillery Movement and Fire

Artillery may either move or fire in any one Player-Turn. They may not do both. Once an Artillery unit has fired, it may not move, and once an Artillery unit has moved, it may not fire. However, if the only movement an Artillery unit makes is to change from limber to unlimber, then it may fire (see Case 18.8).

18.7 Unlimbered Artillery Rout and Retreat

Artillery units in an unlimbered state may never be routed or retreated.

18.8 Retire by Prolonge

Artillery units may Retire By Prolonge. This enables an Artillery unit in an unlimbered state to fire and move at the same time.

18.81 In a Defensive Fire Phase, and only in a Defensive Fire Phase, an unlimbered Artillery unit may announce it is retiring by prolonge. It then proceeds to fire (firing is mandatory), halving its Base Combat Strength (before any other reductions). Immediately after firing and before any other combat is resolved, the Artillery unit is retreated into a hex to the rear of the unit. It maintains its original facing—that is, is backs out of the hex—but it must move through one of its three rear (enfilade) hexsides into the hex immediately to the rear. The hex entered—and the hexside crossed—may not contain any terrain other than Clear, nor may it contain any units, Friendly or otherwise. Roads are ignored. The unit remains in an unlimbered state. This rule is an exception to Case 18.6.

18.82 Artillery may retire by prolonge from an Enemy Zone of Control, undergoing Withdrawal Fire if called for. However, Artillery may not retire by prolonge into an Enemy ZOC.

18.83 Only an Artillery unit that fires may retire by prolonge. However, if there are two Artillery units stacked in one hex, both may retire by prolonge even though only the top battery may fire.

18.9 Horse Artillery

Horse Artillery consists of all batteries assigned to Cavalry commands. Horse Artillery combines the functions of Cavalry and Artillery.

18.91 Horse Artillery has a Movement Allowance of ten. It operates either limbered or unlimbered. In a limbered state, it may Retreat Before Melee (18.1) like mounted Cavalry unit. In an unlimbered state, Horse Artillery acts as if it were regular Artillery. It may retire by prolonge.

18.92 Because of the small size of the Confederate Horse Artillery batteries, each battery does not have 100 men. Thus, the Confederate Player does not lose 100 men each time a battery is eliminated or captured. Rather, the CSA Player should keep track of how many Horse Artillery guns he has lost. When he reaches ten guns lost, he should then subtract 100 men on the Casualty Track.

19.0 BREASTWORKS

GENERAL RULE:

Breastworks represent temporary fortifications constructed by troops from various materials: stones, trees, fences, etc. Breastworks offer units defensive protection much the same as a Ridge hexside. They are represented by counters which have the contour of the fortification printed on them. When Breastwork Counters are placed on the map they are always oriented so that the actual Breastwork contour follows the contour of the hex. Breastworks affect combat only through the three contour sides of the Breastwork.

CASES:

19.1 Construction of Breastworks

19.11 Breastworks may be built by Infantry or dismounted Cavalry. No other unit may construct Breastworks. To construct a Breastwork, the Player takes a Breastwork Marker at the beginning of the Friendly Movement Phase and places the constructing unit under the Marker, with the "under construction" side facing up. This indicates that the Breastwork is in the process of being constructed. Three Turns (Day or Night) later, at the end of the Friendly Movement Phase of that third Turn, the construction unit may be placed on top of the Breastwork Marker, with the Breastwork side face-up, indicating that the fortification is complete. Thus, a unit that starts construction on the 0800 Turn will have completed construction at the end of the Movement Phase of the 0840 Turn.

19.12 Breastworks may be constructed in any hex, except for Town hexes, Marsh hexes, or along the same hexside as a Stone Wall. Units do not need Leaders to construct Breastworks.

19.13 Units in the process of constructing Breastworks may not move for the entire process of construction. If, for any reason, the constructing unit moves from that hex, the Breastworks Marker is removed and construction must begin anew. Furthermore, no other unit may enter the construction hex unless it joins the construction; i.e., any unit entering a construction hex is placed under the original unit. While the second unit does not speed construction, it does not stop it by leaving, as long as one unit remains in the process of construction. The two-unit, eight Strength Point maximum limit must be observed at all times.

19.14 Units in the process of construction may not fire, either offensively or defensively. They have no Zones of Control, so they may not engage in Withdrawal or Retreat Fire, nor do they block Supply and Leadership lines. Units in construction may not initiate Melee; however, if they are, themselves, engaged in Melee, they defend at normal Strength. If constructing units are forced to retreat from the hex, the Breastwork is considered incomplete and is removed.

19.15 Only one Breastwork may be built in any one hex. There is no limit to the number of Breastworks that may be built during the game. A Breastwork has no stacking value.

19.2 Effects of Breastworks

19.21 A Breastwork hexside affects movement the same as a Ridge or Crest hexside. In crossing a Breastwork hexside, consider it as if it were a Ridge hexside. If there is a Breastwork hexside concurrent with a Ridge or Crest hexside, ignore the Breastwork; i.e., there is no additional movement penalty for the Breastwork, if there is also a Ridge or Crest there.

19.22 If a unit within the contours of a Breastwork is fired upon through a Breastwork hexside, the Total Fire Strength column is adjusted one to the left. For the purposes of Fire Combat, the defensive benefits of a Breastwork may be added to that of any terrain, with the provision that the final adjustment may never be more than two columns in any one direction.

19.23 If all attacking/Meleeing units enter the Melee hex through a Breastwork hexside, the defending unit adds one to its Melee Strength. In this instance, the effect of the Breastwork is considered to be the same as a Ridge or Crest; i.e., you may never add more than one Point for terrain benefits to the Melee Strength.

19.3 Duration of Breastworks

Once constructed, Breastworks remain in place for the remainder of the game. They may not be moved or removed for any reason. The facing of a Breastwork may never be changed.

20.0 NIGHT ACTION

GENERAL RULE:

Movement and combat may take place at night, as it did during the actual battle. However, there are restrictions. The number of Turns available to the Player during nighttime has been compressed to simulate the difficulty of maneuver; the range of weapons has been severely restricted because of the inability to pick out targets over any great distance; and rallying of units has been suspended because of the inate confusion of night fighting.

CASES:

20.1 Duration of Night Turns

Sun sets, for game purposes, after the 1940 (7:40 PM) Turn; it rises at the beginning of the 0400 (4:00 AM) Turn. All Turns in-between are considered to be Night Turns. Night Turns are hourly in duration, from 2000 to 0300. However, the 2100, 2300, 0100 and 0300 Turns are Thoroughfare-Only Turns.

20.2 Thoroughfare-Only Turns

During Thoroughfare-Only Turns, the only action a Player may take would be to move any non-routed units that begin the Turn on a Pike, Road or Trail along that or another Pike, Road or Trail. Units moving in a Thoroughfare-Only Turn must stay on a Pike, Road or Trail. They may change Roads, or switch from Road to Pike, etc., but only at junctions. There is no combat or non-Thoroughfare movement during such a Turn. Units moving in such a Turn may not enter an Enemy Zone of Control.

20.3 Effects of Night

During normal Night Turns (2000, 2200, 2400, 0200) all normal game functions may take place, with the following exceptions.

20.31 Small-arms units may not fire at a range of more than one hex. The fire effectiveness at that range is normal, i.e., the Range Chart is followed as if it were daylight for a range of one hex.

20.32 Artillery units have a Night Range of only two hexes; the effectiveness over that range is the same as for day.

20.33 The Effectiveness Radius of all Officers is reduced by one at Night. In addition, Officers may not have their radii increased by their Commanders unless they are stacked in the hex with that Commander.

20.34 Units that are routed may not be rallied during a Night Turn. They remain routed until the first daylight Turn when normal rally rules take effect.

20.4 Night-Turn Reinforcements

These must enter, in column, on thoroughfares.

20.5 Reforming Artillery Batteries

During any non-Thoroughfare-Only Turn (e.g., 2000, 2200, etc.), Players may reform partially destroyed Artillery batteries by combining them with other partially destroyed Artillery batteries.

20.51 Players may combine only batteries that have suffered a loss of guns. In addition, the batteries to be combined must come from the same corps and be of the same weapon-type; i.e., howitzers may not reform with Napoleons, etc. An Artillery battery may never be of greater than original Strength.

20.52 Players may reform simply by beginning a Friendly Movement Phase with two Artillery batteries stacked together. At the end of that Movement Phase, one of the Organizational Counters is removed, or decreased by the desired number of guns, and the other battery increased respectively. Neither battery may move during that movement Phase and stacking limitations must be observed.

20.53 In reforming, the batteries may transfer Supply Strength Points (see Optional Supply Rules, Case 23.2) from one unit to the other. However, the maximum individual battery Supply levels (23.21) must be observed. In the case where one Organization Counter is completely removed from the game through the process of reforming and there are still Supply Strength Points remaining—the maximum level of the other unit having been reached—then this "residue" may be returned to the Supply Train (via the AAAT). There is no need to physically transport the rounds to the Train; the AAAT is simply increased by the amount of the residue. However, only actual residue may be returned to the Train. This section may not be used to replenish the Supply Train with Artillery ammunition and may only be implemented during a reform.

20.54 This rule may not be used to resurrect totally destroyed batteries or batteries removed through reforming. Only batteries actually on the game map may reform.

21.0 REINFORCEMENTS

GENERAL RULE:

Reinforcements arrive at various times throughout the game according to the Reinforcement Schedule of each Scenario. Reinforcements do not enter directly onto the game map, but must first enter into a Staging Area designated for that particular group of reinforcements. The reinforcements may then enter onto the game map.

CASES:

21.1 The Staging Area

The strip of hexes which border the actual game map is divided into Staging Areas. The various Staging Areas are numbered "1" through "9" and represent the areas through which troops may arrive and/or deploy before they enter the game map. The actual Entrance Hex for each Staging Area is designated by an arrow which points to the Road or Pike by which units may directly enter the game map. This Road or Pike hex is the Entrance Hex; the hex with the arrow is the Arrow Hex.

21.2 Entering the Staging Area

All reinforcements enter the Staging Area (not the actual game map) in column formation or in limbered status. They must enter the Arrow hex and can enter the Staging Area through no other hex. There is no Movement Point cost to enter the Arrow Hex.

21.3 Entering the Game Map

Units wishing to enter the game map from Staging Area have two options: they may enter directly through the Entrance Hex or they may deploy inside the Staging Area and then enter the map through any hex adjacent to the Staging Area hex.

21.31 Units wishing to enter the game map on the Turn they are scheduled to appear must enter the map through the Entrance Hex in column formation. There is no cost to enter the Arrow Hex, but there is a cost to enter the Entrance Hex—whatever cost that terrain demands. Units entering in column should be visualized as a chain of units. The first unit costs, for example, one Movement Point to enter; the second, two MP's; the third, three, etc.

21.32 Units wishing to change formation and/or deploy within the Staging Area may not enter the game map on the Turn they are scheduled to appear, even if they have sufficient Movement Points remaining to do so. They must wait at least one full Turn before entering the game map. The Arrow Hex costs no Movement Points to enter. However, all other hexes within the Staging Area are treated as Clear terrain. Units may move into and through these hexes in normal fashion, deploying into a battle line, etc., before entering the game map. Units enter the game map by moving into an adjacent hex on the game map. The units pay the full cost of any terrain entered or crossed; however, units entering through hexsides containing Pikes, Roads or Trails are considered to be moving on such. Units must observe restrictions on stacking in Staging Areas.

21.4 Effects of the Staging Area

None of the hexes inside a Staging Area are considered to be on the game map. As such, units in Staging Areas may not attack or be attacked in any way. Units may not move off the game map into Staging Areas; if they do so they are eliminated. (However, see Section 16.0.) Once a unit leaves a Staging Area it may not move back into it under any circumstances. Units may not move out of the boundaries of the particular Staging Area they are in. Zones of Control do not extend into or out of Staging Areas.

21.5 Blocking Entrance Through Staging Areas

21.51 If an Entrance Hex is occupied by an Enemy unit, that Entrance Hex may not be used to bring in reinforcements. However, reinforcements may deploy within the Staging Area and then enter the game map. If all hexes adjacent to a Staging Area are occupied by Enemy units, no Friendly unit may enter the game map from that Staging Area.

21.52 Reinforcements which are unable to enter the game map may choose to wait within that Staging Area or re-enter the game map through an adjacent Staging Area six Turns later.

21.53 The Confederate Staging Areas are 1, 2, 3 and 4. The Union Staging Areas are 4, 5, 6, 7, 8 and 9. Either side may switch to an Area adjacent to the one they were supposed to enter; however, one Player may not enter the game map through the other Player's Staging Areas. The cost to switch Areas is six Turns; i.e., if you begin the 0800 Turn in Area #1, you may enter Area #2 on the 1000 Turn.

21.54 Players may jump two areas by paying a cost of twelve Turns (six for each Area). Players may never jump more than two areas.

21.55 Units may not jump Staging Areas unless they are actually blocked from entering their original Area's Entrance Hex. This rule applies only to the historical Scenarios.

21.6 Staging Area No. 9: Special Rule

On the first day of the battle there is a Union Division (3/I) that enters the game map through Staging Area #9—the Fairfield-Hagerstown Road. This is the only time that this area is designated. The entering reinforcements must enter the game map in column. They then proceed along the Hagerstown Road without changing formation until they either cross Willoughby Run or are attacked by Confederate units.

21.7 Confederate Movement Restrictions

No Confederate units may voluntarily cross Marsh Creek on the first day of the battle. This rule applies only to the historical Scenarios.

22.0 VICTORY CONDITIONS

GENERAL RULE:

Victory is awarded to the Player who has amassed the greatest number of Victory Points at the end of the Scenario. Victory Points are awarded for the elimination and capture of Enemy troops and/or the occupation of certain geographical objectives.

PROCEDURE:

Each Player keeps track of his casualties on the various tracks assigned for these purposes. Note that Cavalry casualties are recorded separately from other casualties (10.81). At the end of the Scenario, the Player adds up the number of troops of the other side that he has killed, wounded or captured. Each of these is worth a different amount of Points. The total number of Points is determined, adding in any Points acquired for terrain objectives. The Player with the highest number of Points is awarded the victory; the Level of Victory is determined by the actual Point differential, adjusted for any possible demoralization.

CASES:

22.1 Victory Point Schedule

22.11 Casualty Points apply to all Scenarios, and their values do not change according to Scenario.

  1. Each Player receives 1 Victory Point for each 100 Infantry men killed or wounded;

  2. Each Player receives 2 Victory Points for each 100 Enemy Infantry captured;

  3. Each Player receives 3 Victory Points for each 100 Enemy Cavalry or HQ guards killed, wounded or captured;

  4. Each Player receives 3 Victory Points for each Enemy Leader wounded;

  5. Each Player receives 5 Victory Points for each Enemy Leader killed;

  6. Each Player receives 5 Victory Points per "star" for each Enemy Leader captured; e.g., a Major General has two stars (10 Points); a Brigadier, one (5 Points); a Colonel one-half star (2½ Points);

  7. Each Player receives 1 Victory Point for each Enemy gun captured. Players receive no Points for destroying guns.

22.12 Points may be awarded for occupation of certain hexes or general terrain areas. Occupation is defined as having a Friendly unit physically in the hex or having been the last to have moved through that hex. Thus, occupation may be met by simply moving a unit through the hex in a Movement Phase.

22.2 Lines of Communication

Various terrain objectives require that a Line of Communications be traced from the objective to another hex or an area off the game map. A Line of Communications is a path of contiguous hexes of any length that does not pass through an Enemy unit, an Enemy Zone of Control, or impassable terrain.

22.3 Demoralization

The amount of wear and tear that an individual soldier can withstand in battle is a highly debatable point. However, on a larger scale, units tended to reach a breaking point after which they would become relatively worthless for the remainder of the battle. The knowledge of this is just one of the reasons commanders refrained from committing troops continually to front-line combat. In TSS, the following rule simulates on a generally strategical scale, that "cause and effect."

22.31 Each side has its own Demoralization Level, according to the individual Scenario. The level is expressed as a total number of men lost by both casualties and captures. Thus, if a side's Demoralization Level is 25,000 men, when that side has lost 25,000 men killed, wounded or captured, it becomes Demoralized.

22.32 Demoralized units are automatically routed whenever they suffer a casualty. There is no need to roll for rout; as soon as a unit takes a casualty, it is routed. This does no apply to units that normally do not rout. Leaders have no effect on Demoralized units in terms of negating rout.

22.33 Demoralized units may not initiate Melee.

22.34 Once a side has become Demoralized, it remains so for the rest of the Scenario.

22.35 Demoralization affects the Level of Victory. If a side is Demoralized, its Level of Victory is dropped to the next Level, or its opponent's raised, depending on the situation. Both sides may become Demoralized, in which case the Level would remain the same.

23.0 ADVANCED AMMUNITION SUPPLY [Optional]

GENERAL RULE:

The Supply Rules for Ammunition in Section 12.0 are an abstraction of many of the problems associated with keeping units supplied with ammunition during battle. The following rules reflect a greater degree of realism, with a minor decrease in playability. Players should note that even these rules are somewhat of an abstraction.

CASES:

23.1 Small-Arms Ammunition

23.11 Each Player receives a Supply Train, from which the Supply Wagons draw small-arms ammunition. The Supply Train thus acts as an ammunition source, functioning like a "Grand Supply Wagon."

23.12 Each Supply Wagon carries a limited supply of small-arms ammunition. This is reflected by the number of times it may resupply a combat unit. Each Supply Wagon thus has two Strength Counters: one is the Combat Strength, while the second counter, the Supply Strength, represents the amount of ammunition left in the wagon. Each Supply Wagon begins with a Supply Strength of six.

23.13 Every time a Supply Wagon resupplies a Friendly unit, it uses up one of its Supply Strength Points. Thus, a Supply Wagon that has a Supply Strength of six and resupplies two units during the Final Command Phase finishes the Phase with a Supply Strength of four. When the Supply Strength reaches zero, the Supply Wagon is empty and may not resupply any units that are out of ammunition.

23.14 Supply Wagons may replenish their supply level by themselves being resupplied by the Supply Train. To do this, a Supply Wagon must spend one full Movement Phase stacked with the Supply Train. It then draws six Supply "Points" from the Train and moves off in the following Turn. Thus, a Supply Wagon that is stacked with the Supply Train at the beginning of the 1300 Turn may draw supplies in the Movement Phase of that Turn and move off in the 1320 Turn. While in the process of resupplying, neither the Wagon nor the Train may supply combat units. The amount of small-arms ammunition in the Supply Train is unlimited.

23.15 The Supply Train itself may be used to resupply combat units with small-arms ammunition as if it were a regular Supply Wagon. See Case 12.23.

23.16 Supply Wagons retain the level of supply they are carrying if they are captured. Once captured they may be used normally by the capturing side.

23.17 If a Supply Wagon is hit by Artillery fire, it loses a number of Supply Points equivalent to the Casualty Loss stated on the Fire CRT, in addition to any manpower loss sustained by the guards. Thus, a Supply Wagon hit by Artillery fire and suffering a result of "2" on the Fire CRT would lost its guard unit plus two Supply Points.

23.2 Artillery Ammunition

23.21 Each Artillery unit (battery) has two Strength Counters. The second counter (as opposed to the normal Combat Strength Counter) is a Supply Strength Counter. It represents the supply level of the battery expressed in rounds of ammunition available. Thus, a battery with a Supply Strength Counter of "5" has five "rounds" of ammunition available. All Confederate batteries enter the game with a supply level of six, unless designated otherwise in the Scenario. The Union initial level is eight. These are the maximum levels for both sides.

23.22 Each time that an Artillery battery fires, regardless of the number of guns in the battery, it uses one "round" of ammunition. If it chooses to split its fire (see Case 10.34) it still uses only one round. Each time it uses up a round, it reduces its Supply Strength by one; e.g., a battery with a supply level of four fires in a Counter-Battery Phase; it now has a supply level of three rounds. When the supply level reaches zero, the Supply Strength Counter is removed and the battery may not fire until it is replenished.

23.23 The Supply Train (23.11) acts as the ultimate supply source for Artillery ammunition. The Supply Train does not carry a Supply Strength Counter; rather, the level of Artillery ammunition available in the Supply Train is kept on the Artillery Ammunition Availability Track (AAAT). Each time the Supply Train resupplies a battery, the level on the AAAT is reduced accordingly. Unless otherwise indicated by the Scenario, the Confederate Supply Train enters the game with 280 reserve rounds, while the Union Supply Train carries 400 reserve rounds.

23.24 The Supply Train, and only the Supply Train, may replenish the ammunition supply of depleted Artillery ammunition. The Supply Train must be within five Movement Points of the battery at the beginning of the Friendly Final Command Phase. The path may not include hexes containing Enemy units, Enemy ZOC's or unpassable terrain. The Movement Point path is traced as in Case 12.23.

23.25 To resupply the battery, the Player, in the Friendly Final Command Phase, simply subtracts the number of rounds he wishes to give the battery—up to their maximum levels—from the AAAT and places a Supply Strength Counter, indicating the amount subtracted, under the battery; e.g., K Battery, 4th US Artillery is out of ammunition. It starts a Friendly Final Command Phase two Movement Points from the Union Supply Train, which has a reserve level of 227 (on the AAAT). During that Phase, the Union Player subtracts eight rounds from the AAAT and places an "8" Supply Strength Counter under the battery. The Union AAAT level is now 219, and K battery now has eight rounds of ammunition.

23.26 If an Artillery battery is captured or eliminated in combat, its supply level is likewise eliminated. The opposing Player does not get to use the rounds carried by the battery. The loss of individual guns within a battery has no effect on the Supply level of that battery unless the loss is caused by Artillery fire (see Case 23.26).

23.27 The rule for exploding caissons (see 12.35) remains essentially the same. However, when the die is rolled the second time (after the caisson explosion has occurred) the throw is not multiplied by three; rather, the number on the die roll indicates the number of rounds lost by the exploding caisson; e.g., a battery with a Supply Level of four receives a combat result of "2" from Artillery fire. After removing two guns, the Player rolls the die, throws a one, indicating a caisson explosion, and then rolls again, throwing a two. The supply level for the battery is thus reduced to two. If he had thrown a five the second time, the battery would have been out of ammunition.

23.3 The Supply Train

The Supply Train carries a guard of 100 men and moves with an allowance of five, similar to a Supply Wagon. The Supply Train may be captured. If the Supply Train is hit by Artillery fire a die is rolled—after subtracting any guard loss—and the result is multiplied by three. The result is the number of rounds subtracted from the AAAT. Thus, if the Supply Train is hit by Artillery fire and the Player rolls a four on the die, twelve rounds of ammunition are taken off the AAAT. A captured Supply Train retains all its normal functions and may be used as such by the capturing side. The AAAT should be adjusted to reflect the acquisition of captured Supply Train ammunition.

24.0 REDEPLOYING THE PROVOST GUARD [Optional]

GENERAL RULE:

Provost guard were regimental detachments assigned to various guard duties. By the third day of battle, the commanders found some of their regiments so depleted that they were forced to reassign the supply guards back to front-line duty.

CASES:

24.1 How to Redeploy

24.11 Starting with the 0400 Turn of the Third Day (July 3), Players may reassign any provost guards doing duty as Wagon guards to any regiment firing rifle-musket (R). To do this, the Player simply finishes a Movement Phase with both units stacked together, observing the stacking restrictions. The transfer is completed at the end of that Movement Phase. Units completing such a maneuver may not participate in offensive combat—Fire or Melee—in that Player-Turn.

24.12 A Supply Wagon that is stripped of its guard remains on the board (12.12). Since a Supply Wagon is considered to be a "4" for stacking purposes, whether it has a guard or not, the largest infantry regiment that may stack with it for purposes of redeployment is a "3."

24.13 No unit may ever exceed its original Strength.

25.0 ARTILLERY ACCURACY [Optional]

GENERAL RULE:

Both sides had a tendency to overshoot their targets when firing Artillery at extended ranges. This was especially prevalent during the great Artillery duel that preceded Pickett's Charge. The following rules reflect that tendency.

CASES:

25.1 The Mechanics of Overshoot

Any time that an Artillery unit fires at a target that is at least eight hexes distant, the Player must roll for overshoot.

25.11 The firing Player must always designate the target he is trying to hit. This target may never be an empty hex; i.e., a Player may never aim at any empty hex in the hopes of hitting an occupied hex behind it.

25.12 Once that target hex has been designated and is found to be eight or more hexes distant from the firing battery, the Player then rolls one die for each battery (or split battery) firing. A roll of 1, 2 or 3 means that the battery has hit its designated target. The Player then rolls normally for a combat result on the Fire CRT. If the Player rolls a 4 or 5 he has overshot the target by one hex; if he rolls a 6 he has overshot the target by two hexes. A battery may overshoot even if the hex reached by overshoot is past its listed effective range.

25.13 If a Player overshoots a target by one hex, the shot falls into the hex immediately to the rear of the target hex, as determined by the Line of Fire (see Cases 25.4, 25.5). If the Line of Fire bisects two hexes to the rear of the target hex, the non-firing Player may designate the hex actually hit. After the overshoot hex is determined, the firing Player rolls for a result on the Fire CRT; however, he adjusts the Total Fire Strength column one to the left as a result of overshooting the target. Players must still observe the two-column maximum movement. It is entirely possible for a Player to his [sic] his own units by overshooting.

25.14 If a Player overshoots a target by two hexes, the shell falls into the hex that is two hexes directly to the rear of the target hex. A battery over-shooting by two hexes halves its Fire Strength, before any other adjustments.

25.2 Effects of Line of Sight on Overshoot

Batteries which overshoot their targets may end up firing into hexes into which they did not originally have a Line of Sight. They may still overshoot and fire into these hexes if they had a LOS to the original target hex. Thus, a battery may aim at a target on top of a hill, but actually hit one that is behind the Crest. This is the only time that a unit may fire at an Enemy unit to which it does not have a Line of Sight. (Remember, it is aiming at a unit to which it does have a Line of Sight.)

25.3 Effects of Terrain

Units fired on by overshooting Artillery get the benefit of any terrain in their hex. They also benefit from any terrain hexside that the original target hex would have benefited from; e.g., the original target was behind a Ridge; the overshoot target is not behind a Ridge hexside, but is in the Woods. The new target gets the benefit of the Woods, plus the Ridge plus the overshoot adjustment! (Remember, however, the two-column maximum adjustment.) If the Line of Sight passes, by chance, through two Ridge hexsides, the defending unit gets the benefit of only one Ridge hexside.

25.4 Line of Fire

The Line of Fire is considered to be the same as the Line of Sight—a direct line from the center of the firing hex to the center of the target hex. To determine the overshoot hex, simply continue the line through the rear of the target hex into the hex (or second hex) beyond it.

25.5 Splitting Fire

Where there is more than one battery firing at a particular target, each battery rolls for overshoot separately. Thus, one single fire attempt may dissolve into a barrage of several batteries scattered over two or more hexes, depending on the Line of Fire of each battery! Remember the restrictions of Case 10.35.

26.0 BRIGADE COMBAT EFFECTIVENESS [Optional]

GENERAL RULE:

Brigade Combat Effectiveness (BCE) is an Optional Rule that allows the Players to simulate the problems of morale and fatigue on a less abstract level than with Case 22.3. A sheet of paper—the BCE Sheet—has the Combat Effectiveness ratings for all necessary brigades and is used to keep track of losses in Combat Strength Points by brigade. It is suggested that Players either make copies of this sheet for further use or provide a clear, plastic cover for easy erasure. If this rule is used, Case 22.3 is to be ignored for all purposes except Victory Conditions.

CASES:

26.1 How BCE Works

26.11 Every Infantry and Cavalry brigade has a Combat Effectiveness Rating. Artillery, HQ's, Leaders and Supply Guards do not have CE Ratings and are thus not affected by loss of CE. Furthermore, all Sharpshooter units, even if attached to a specific brigade, are not affected by loss of CE, even though losses to them count as losses against the brigade.

26.12 The CE Ratings for all units are found on the Brigade Combat Effectiveness Sheet. The Rating represents the number of Combat Strength Points which the units in the brigade may lose before the brigade loses Combat Effectiveness. When the brigade has lost the number of Strength Points listed on the BCE Sheet, then the brigade has lost Combat Effectiveness; e.g., the units in Hays' Brigade (Early/II) may lose up to eleven Strength Points and remain fully combat effective. However, when the brigade loses its twelfth Strength Point, it has lost Combat Effectiveness. Players should keep track of the brigade losses by checking off a box for each Strength Point eliminated or captured.

26.2 Effects of Loss of Combat Effectiveness

26.21 The loss of Combat Effectiveness has the following effects:

A) No unit in the brigade may initiate Melee. All other combat functions may be performed normally;

B) If a unit in the brigade is routed and is within the command control of its Officer, all other units within that brigade and in command control of that Officer are routed automatically, without having to check. Units not in command control or units engaged in a Melee other than the Melee which caused the rout are not routed.

C) If a unit in the brigade is routed and is not within command control, there is no effect on other units in the brigade.

26.22 Loss of Combat Effectiveness for the entire brigade takes place the instant the CE Level is reached. Once lost, BCE may not be recovered. However, routed units may still be rallied.

26.23 Units that are forced to retreat by rout because another unit in the brigade has routed (see Case 26.21B) draw Withdrawal Fire.

26.3 Restrictions on Use of BCE

The Brigade Combat Effectiveness Rule should not be used at all in Scenario #1—The First Day. It may be used, optionally, in any other Scenario as the Players see fit. It is recommended that the rule be used by people wishing to play the Campaign Game. If it is used for the entire Three-Day Campaign Game, the rule does not take effect until the 1700 Turn of the 1st Day; i.e., Players may ignore the restrictions and penalties of lack of Brigade Combat Effectiveness until 1700, even though they are keeping track of the actual losses. Then, starting with the 1700 Turn, the effects of BCE (26.2) come into play. The rule remains in effect throughout the remainder of the game.

26.4 Combat Effectiveness Record

(See separate sheet)

27.0 THE UNION GENERAL OFFICER REPLACEMENT POOL

GENERAL RULE:

The following is a listing, by corps, of Union General Officers who may be used to replace any Union divisional Officer removed from play (see Case 17.54). The replacing Officer must come from the same corps as the Officer removed. If no replacement exists in that corps, a "Colonel Counter" must be used. The numbers in parentheses following the Officer's name are his historical command and his game-command rating.

FIRST CORPS: Brig. General Meredith (1/1/I; 6-2); Brig. Gen. Cutler (2/1/I; 6-1); Brig. Gen. Paul (1/2/I; 6-1); Brig. Gen Baxter (2/2/I; 6-1); Brig. Gen. Rowley (1/3/I; 4-1); Brig. Gen. Stannard (3/3/I; 6-1).

SECOND CORPS: Brig. Gen. Zook (3/1/II; 6-2); Brig. Gen. Harrow (1/2/II; 5-1); Brig. Gen. Webb (2/2/II; 6-1).

THIRD CORPS: Brig. Gen. Graham (1/1/III; 7-1); Brig. Gen. Ward (2/1/III; 7-2); Brig. Gen. Carr (3/2/III; 7-1).

FIFTH CORPS: Brig. Gen. Weed (3/2/V; 7-2).

SIXTH CORPS: Brig. Gen. Torbert (1/1/VI; 6-1); Brig. Gen. Bartlett (2/1/VI; 6-1); Brig. Gen. Russell (3/1/VI; 6-2); Brig. Gen. Neill (3/2/VI; 5-1); Brig. Gen. Shaler (1/3/VI; 6-1); Brig. Gen. Wheaton (3/1/VI; 6-2).

ELEVENTH CORPS: Brig. Gen. Ames (2/1/XI; 5-1); Brig. Gen. Schimmelfennig (1/3/XI; 5-1).

TWELFTH CORPS: Brig. Gen. Lockwood (2/1/XII; 6-1); Brig. Gen. Ruger (3/1/XII; 7-2); Brig. Gen. Kane (2/2/XII; 5-1); Brig. Gen. Greene (3/2/XII; 6-1).

28.0 THE SCENARIOS

28.1 The First Day: July 1, 1863

On the afternoon of June 30, two brigades of Union cavalry under General John Buford were camped in the hills west of Gettysburg. To the far west they could just barely see a column of Confederate infantry trudging through the steamy heat toward the small Pennsylvania town. A brief exchange of shots from Buford's pickets caused an immediate withdrawal of the Southern troops (Pettigrew's Brigade from Heth's Division, supposedly looking for supplies). Buford, a capable and resourceful officer, immediately sent word by courier to Major General John Reynolds, in command of the Union I Corps—the nearest body of troops—for Buford was not fooled by this quick Confederate disappearance. He knew that the Army of Northern Virginia would be back—and in force—the next day. With only 2900 troopers at his command, Buford decided to hold the ground, for a quick look around told him that those hills would afford an excellent position for receiving an attack.

General Robert E. Lee received the information of this brief encounter from Major General Heth stoically. Heth was convinced that the force encountered had been local militia. He was ordered by Lee to reconnoiter in force the following morning. So, at about eight o'clock in the morning of July 1st the brigades of Brigadier Generals Archer and Davis tramped down the Chambersburg Pike from Cashtown into one of the most decisive clashes in the history of warfare.

28.11 SCENARIO LENGTH: The Scenario begins with the 0740 Turn of July 1 and ends with the completion of the 1700 Turn, July 1. The Scenario is thus 29 Game-Turns and takes approximately eight hours to play. The Confederate Player is the First Player.

28.12 INITIAL DEPLOYMENT

Union: The Union Player places the 1st and 2nd Brigades of the First Cavalry Division, Battery A, 2 US (Tidball/HA), plus General Buford and Colonels Gamble and Devin, along with one Supply Wagon (at maximum level for Optional Rules) on Map A, anywhere east of Herr Ridge and North of Hagerstown Road. The Cavalry are all dismounted.

Confederates: There are no Confederate forces on the game map.

28.13 REINFORCEMENTS

Both Sides: Receive all Reinforcements listed on the Campaign Game Reinforcement Schedule (29.0) for the First Day through and including the 1500 Turn.

28.14 AMMUNITION SUPPLY—ARTILLERY

Basic Game: Both sides have unlimited ammunition.

Optional Rules: Both sides start with all batteries at maximum level. They receive no other ammunition.

28.15 VICTORY CONDITIONS

Both Players receive Victory Points as per Case 22.11. In addition, if the Confederate Player, at the end of the Senario has at least four unrouted combat units in any four consecutive hexes of Cemetery Hill and these units are within the Effectiveness Radius of their Officer(s) and can trace a Line of Communications back to the Staging Area One, he receives 100 Victory Points. The Confederate Player will also receive 50 Points for similar occupation of Culp's Hill. The Union Player receives 50 Points if the Confederate Player, at the completion of the Scenario, has no combat units that are in command control east of the Seminary-Oak Ridge Line and south of Hexrow 2700, Map B.

28.16 LEVELS OF VICTORY

Stated as a ratio of Confederate Victory Points to Union Victory Points;

Confederate Decisive Victory: 1.75 to 1 or greater.

Confederate Substantive Victory: at least 1.5 to 1, but less than 1.75 to 1.

Confederate Marginal Victory: at least 1 to 1, but less than 1.5 to 1.

Union Marginal Victory: less than 1 to 1, but greater than 1 to 1.25.

Union Decisive Victory: 1 to 1.25 or more.

28.17 DEMORALIZATION LEVELS

If the Confederate Player sustains casualties (including captures) of over 10,000 men, his side is Demoralized.

If the Union Player sustains losses of over 8,000 men, his side is Demoralized.

The effects of Demoralization are covered in Case 22.3.


28.2 The Second Day: July 2, 1863

As the sun set on the first day of Gettysburg, the Confederate Army was in a state of elation. They had inflicted a decisive beating on the Union I and XI Corps, captured thousands of Union soldiers, and pushed the "Yankees" out of the town. The Army of Northern Virginia had done it again, and, as usual, the Northern forces had folded under pressure. It was surely just a matter of one more sharp attack early the following day and the road to Washington would be wide open.

This euphoria, however, was ill-founded and certainly had not spread to Lee and his staff. The Confederate Army had also taken heavy loses, and the curious failure of Lieutenant General Ewell—newly appointed as a Corps Commander in place of the sorely-missed Stonewall Jackson—to follow his Corps' early success with an attack on the Union positions on Cemetery Hill had allowed the Union Army to withdraw in good order. Furthermore, Lee missed JEB Stuart's cavalry. He had no idea of the whereabouts of the rest of the Union Army or how dispersed its corps were. Stuart could have provided this information, but his absence remained a mystery.

In conference that evening, Longstreet opted for a flanking move to the south and an avoidance of a head-on attack. But Lee, although aware of Longstreet's preference for remaining on the tactical defensive, felt that this would come to naught. Unsure of the Union positions, Lee still felt positive that a well-coordinated attack would break the North and win the day.

In the meantime, Major General Meade had arrived at the battlefield sometime after midnight. Apprised of the general situation, he found the Union positions satisfactory, making sure that units from the XII Corps covered the flank to the south of Cemetery Ridge.

At daylight, Lee sent out a few men to reconnoiter the Union left. By some quirk of fate, they found themselves at the summit of The Little Round Top with no Union troops in sight. Records seem to indicate that the units of Geary's Division that had occupied this position had just moved off to their new positions, and Sickle's III Corps units had not yet arrived to take their place. In any case, Lee was informed that the Union left did not extend as far as the Round Tops and that an oblique attack [from this position] on the Union left was possible.

Thus Lee, ignorant of the steady flow of Union troops from the south and east (V and II Corps, plus the Reserve Artillery were already present), decided to proceed with his plan to have Longstreet's Corps move to the Confederate right and hit the Union left in a coordinated attack-in-echelon, while Ewell pinned the Union troops in the Cemetery Hill area. The Confederates began to move at 8 A.M.; it wasn't until 4 P.M. that they began to attack.

28.21 SCENARIO LENGTH

This Scenario begins with the 0800 Turn of July 2nd and ends with the completion of the 2300 Turn of the same day. The Scenario is thus 40 Game-Turns and takes approximately ten hours to play. The Confederate Player is the First Player.

28.22 INITIAL DEPLOYMENT

Confederates: Johnson's Division (II): Anywhere east of Rock Creek and north of Hanover Road. Units may be in reserve. Early's Division (II): (excluding Smith's Brigade); Anywhere between the west edge of Gettysburg (exclusive) and Rock Creek; north of and excluding hexrow B3400. Smith's Brigade: Within one hex of B0705. Rode's Division (II): (excluding Gordon's Brigade); anywhere between the Baltimore Pike, as it runs through Gettysburg, and Seminary Ridge (inclusive); north of and excluding hexrow B3300. Gordon's Brigade: Within two hexes of B1803. Heth's Division (III): Within two hexes of A2513. Pender's Division: Anywhere west of Seminary Ridge (may be adjacent to Ridge) between Hagerstown road and hexrow A/B3900, inclusive. Anderson's Division (III): Anywhere west of Seminary Ridge (may be adjacent to Ridge) between hexrows A/B4000 and A5200, inclusive. McLaw's Division and Hood's Division (excluding Law's Brigade) (I): Within five hexes of Herr Tavern (A1913), in reserve status. All Artillery (except those listed below): With any command from same division or corps. Hardaway Battery (McIntosh's Batt-III): B0832. Nelson's Battalion (II): Within two hexes of B2427. Carter's Battalion (II): Within two hexes of B2324. Garnett's Battalion (III): With Pender's Division. 14 Va, 16 Va, 17 Va, 1 MdBn (Cav): Within one hex of B1702. Breastworks: anywhere. Eight Supply Wagons: Anywhere. One Supply Train (Opt): Anywhere.

Union Initial Deployment: First Division (I): Anywhere between Culp's Hill and Cemetery Hill, north of row B4200. Second Division (I): Hex B4621 in reserve status. Second Corps, plus Third Division (I): Anywhere between hexrows B4500 and B5800, inclusive, and east of Cemetery Ridge (may be adjacent to Ridge). First Division (III) (minus 3/1/III): Anywhere within the area of The Wheatfield and Devil's Den, but not west of any hex ending in 29. Second Division (III) (minus 3/2/III): Within four hexes of C0127. XI Corps: Within three hexes of B4222; may be in reserve. XII Corps (minus 1st MD, ESH Regiment): Anywhere between Culp's Hill (inclusive) and B5310, but not east or northeast of Rock Creek or Culp's Hill Trail. Reserve Artillery (minus 1st Vol Bgde): Within four hexes of C0411, in reserve. First Cavalry Division, Brigades 1 and 2, Battery A, 2US(HA): Anywhere between the Baltimore Pike and the Emmitsburg Road. Corps Artillery: With any unit within that Corps. Seven Supply Wagons: Anywhere. One Supply Train (Opt): Anywhere. Twenty Breastworks: Anywhere.

28.23 REINFORCEMENTS

Both sides receive all reinforcements from the Campaign Game Reinforcement Schedule (29.0) starting with the 0800 Game-Turn of the Second Day, through the end of the day.

28.24 AMMUNITION SUPPLY

Artillery. Basic Game: unlimited; Optional Rules: all batteries at maximum level.

Confederate Supply Train Level: 200; Union Supply Train Level: 365.

Small-Arms (Optional): All Wagons at maximum level.

28.25 UNIT STRENGTHS

All units are at maximum Strength, except the units listed below. The Strength for these units is listed in parentheses after the unit designation.

Confederates: Hays' Brigade (Early/II): 5th La (3), 6th La (4), 9th La (3). Hoke's Brigade (Early/II): 6th NC (3), 21st NC (5), 57th NC (4). Gordon's Brigade (Early/II): 26th Ga (1), 31st Ga (1), 61st Ga (1). Daniel's Brigade (Rodes/II): 32NC (2), 43NC (3), 45NC (3), 53NC (2), 2NCBat (2). O'Neal's Brigade (Rodes/II): 3Ala (1), 5 Ala (2), 6Ala (3), 12Ala (1), 26Ala (3). Iverson's Brigade (Rodes/II): 5NC (2), 12NC (1), 20NC (1), 23NC (1). Doles Brigade (Rodes/II): 4GA (3), 44GA (2). Ramseur's Brigade (Rodes/II): 2NC (2), 14NC (1). 1st Brigade (Heth/III): 11NC (4), 26NC (4), 47NC (3), 52NC (4). 2nd Brigade (Heth/III): 47Va (2), 55Va (3). 3rd Brigade (Heth/III): 14Tenn (2). 4th Brigade (Heth/III): 2Miss (4), 11Miss (3), 42Miss (4), 55NC (2). 1st Brigade (Pender/III): 1SCPA (1), 1SCRif (3), 12SC (1), 13SC (1), 14SC (2). 2nd Brigade (Pender/III): 7NC (2). 3rd Brigade (Pender/III): 35Ga (2), 45Ga (2). 4th Brigade (Pender/III): 16NC (1), 22NC (1), 34NC (1), 13NC (1), 38NC (1). Leaders Eliminated: Pender, Heth, Archer.

Union: 1/1/I: 19Ind (1), 24Mich (1), 2Wis (1), 6Wis (3), 7Wis (1). 2/1/I: 7Ind (4), 76NY (1), 84NY (2), 95NY (1), 147NY (2), 56Pa (1). 1/2/I: All regiments (1). 2/1/I: 12Mass (2), 97NY (1), 88Pa (1). 1/3/I: 80NY (2), 121Pa (2), 142Pa (3), 151Pa (2). 2/3/I: All regiments (2). 1/1/XI: 54NY (2), 68NY (3), 153Pa (2). 2/1/XI: 17 Conn (1), 25 Ohio (1), 75Ohio (3), 107Ohio (2). 1/2/XI: 134NY (1), 154NY (2), 27Pa (2), 73Pa (2). 2/2/XI: 33Mass (3), 55Ohio (3), 73Ohio (4). 1/3/XI: 82Ill (3), 45NY (2), 157NY (2), 61Ohio (2), 74Pa (1). 2/3/XI: 58NY (2), 119NY (2), 82Ohio (1), 75Pa (3), 26Wis (1). 1/1/Cav: 8th Ill (4). Artillery: B, 4US (I) (5); A, 2US (HA) (5); G, 4US (XI) (5). Leaders Eliminated: Reynolds (I), Paul (I), Barlow (XI).

28.26 VICTORY CONDITIONS

Both Players receive Victory Points as per Case 22.11. Losses incurred prior to start of this Scenario do not count towards Victory Points. In addition, the Players receive Points for the following geographical objectives:

Confederates: 100 Victory Points (VP): At least one Confederate unit on Cemetery Hill and no Union units. 75 VP: Same as above, for Little Round Top. 50 VP: Same as above, for Culp's Hill. 10 VP: Each Confederate combat unit exiting the map through Staging Area #6; Confederate Player must be able to trace a Line of Communications to exit hex(es) at end of Scenario.

Union: 50 Victory Points (VP): At least one Union unit on Cemetery Hill and no Confederate units. 50 VP: Same as above, for Culp's Hill. 50 VP: Same as above, for Little Round Top. 100 VP: If there are less than 1000 unrouted Confederate soldiers in Command Control east of the Emmitsburg Road.

28.27 LEVELS OF VICTORY

The Levels of Victory are the same as in Case 28.16.

28.28 DEMORALIZATION LEVELS

If the Confederate Player sustains casualties (including captures) of over 12,000 men, he is Demoralized.

If the Union Player sustains losses of over 11,000 men, he is Demoralized.

If Optional Rule 26.0 is used, the only effect of Demoralization is on the Level of Victory.


28.3 Battle for the Little Round Top: July 2, 4 P.M.

This Scenario simulates the attack by the Confederate right—Longstreet's Corps—on the First Division of the Third Corps, which anchored, somewhat weakly, the Union left. The immediate goal turned out to be The Little Round Top, a high hill whose summit would not only prove a strong defensive point for the Union left, but whose view provided a complete enfilade of the Union positions to the north. (Big Round Top is higher, but its heavily-wooded terrain makes it a negligible military target.) Longstreet's orders were to turn the Union flank; Sickle's, to hold it. The Little Round Top thus became the focal point of the entire clash.

28.31 SCENARIO LENGTH AND MAPS USED

This Scenario begins with the 1600 Turn of July 2 and ends with the completion of the 1900 Turn of the same day. The Scenario is 10 Game-Turns long and takes approximately three hours to play. The Confederate Player is the First Player.

Only the "C" game map is used for this Scenario. Units forced off the north edge of the game map are not considered to be eliminated or captured; however, the may not return to the game.

28.32 INITIAL DEPLOYMENT

Confederates: Alexander's Artillery (I) and Cabbell's Artillery (I): West of Warfield Ridge, north of hex 1035 (inclusive); may be adjacent to Ridge. Henry's Artillery (I): West of Warfield Ridge, south of hex C1035; may be adjacent to Ridge. Eshleman's Artillery (I): Hex 0544, in reserve status. Barksdale's and Kershaw's Brigades (McLaws/I): West of Warfield Ridge, north of hex C1035 (inclusive); in First Wave. Wofford and Semme's Brigades (McLaws/I), McLaws, one Supply Wagon: West of Warfield Ridge, north of hex C1035 (inclusive); in Second Wave. Robertson's and Law's Brigades (Hood/I): West of Warfield Ridge, south of hex 1035; in First Wave. Anderson's and Benning's Brigades (Hood/I), Hood, one Supply Wagon: West of Warfield Ridge, south of hex 1035; in Second Wave. Longstreet: Anywhere west of Southern line.

Union: 3/2/III (attached to 1/III for this Scenario): hex 0526, in reserve status. 1/V, Barnes: hex 0219, in reserve. 2/V, Ayres: hex 0707, in reserve. 3/V, Crawford: hex 0207, in reserve. 3rd Mass and D, 5th US Batteries (V): hex 0218, in reserve. C, 1st NY; L, 1st Ohio; 5th US Batteries (V): hex 1013, in reserve. Sykes; one Supply Wagon: hex 0508. 1st US Sharpshooters (2/1/III): hex 0925. 105Penn (1/1/III): hex 0130. G, 1stNY; 6F, MeLt (4th Vol/Res Arty): hex 0124. 15NY (1st Vol/ResArty): hex 0123. 5MassLt (1Vol/ResArty): hex 0124. C/F, Pa (1Vol/ResArty): hex 0125. 68Penn (1/1/III): hex 0230. 9MassLt (1Vol/Res Arty): hex 0327. 2, NJLt (III); 63Penn (1/1/III): hex 0331. E, 1stRILt (III); 141Penn (1/1/III): hex 0431. 57Penn (1/1/III): hex 0531. 114Penn (1/1/III); 3Maine (2/1/III): hex 0530. 2 US SS (2/1/III): hex 0529. D, 1NYLt (III): hex 0725. 3Mich (3/1/III): hex 0830. 5Mich (3/1/III): hex 0931. 110 Penn (3/1/III): hex 1030. 40 NY (3/1/III): hex 1130. 17 Maine (3/1/III): hex 1229. 86NY (2/1/III): hex 1329. 4NYLt (III); 99Penn (2/1/III): hex 1428. 20Ind (2/1/III): hex 1529. 124th NY (2/1/III): hex 1628. 4Maine (2/1/III): hex 1627. Birney; Sickles; III Corps HQ: hex 0726. One Supply Wagon: hex 0724.

28.33 REINFORCEMENTS

At the beginning of the 1700 Game-Turn, the Union Player receives the First Division of the Second Corps (1/II and General Caldwell) as reinforcements. The Division arrives in column through hex C0117. It carries one Supply Wagon with it.

28.34 AMMUNITION SUPPLY

Artillery: Basic Game: unlimited; Optional Rules: all batteries at maximum level; no Supply Train.

Small-Arms (Optional): All Wagons at maximum level.

28.35 UNIT STRENGTHS

All units are at original/maximum Strength.

28.36 SPECIAL RULES

  1. The units of Burling's Brigade (3/2/III) are considered to be under the command of General Birney for the purposes of this Scenario.

  2. Union Reserve Release Rule: The Union has several groups of units in Reserve Status at the start of the Scenario. These units may be released automatically if attacked. Otherwise, they follow the schedule below:

Turn / Units Released

1620 — 3/2/III (0526)

1640 — One of the following hexes: 1013, 0707, 0207, or 0219+0218.

1700 — Same as 1640

1720 — All remaining Reserve groups.

28.37 VICTORY CONDITIONS

The victor in this Scenario is determined according to the conditions listed below. If neither side satisfies any of the conditions, the Scenario is considered a Draw.

Confederate Decisive Victory: No unrouted Union units in command control south of hexrow 0901, inclusive.

Confederate Tactical Victory: At least one Confederate unit and no Union units on Little Round Top. The Confederate unit must be able to trace a Line of Communications to Warfield Ridge.

Union Tactical Victory: At least one Union unit on Little Round Top must be able to trace a Line of Communications to hex 0117.

Union Decisive Victory: No unrouted Confederate units in command control east of any hex ending in 29, inclusive.

28.38 EFFECT OF CASUALTIES

The Demoralization Rules should not be used for this Scenario. Players may use the Optional Brigade Effectiveness Rules if they wish, but it is not recommended.

However, if any side suffers 30% or more losses (casualties and captures) than the other side, the side with fewer losses receives one higher Level of Victory.


28.4 The Third Day: Pickett's Charge

After the victory of the first day and the disappointments of the second, Lee decided that he would attack once more in an effort to defeat Meade's force decisively. Confederate tactics, however, still ran under the impression, proven erroneous by now, that the Union Armies were poorly motivated and even more poorly led. Perhaps this is what convinced Lee to try a massive frontal assault on the center of the Union line. Convinced, for some reason, that Cemetery Hill was impregnable (despite the fact that it had been taken briefly by Ewell's Corps the day before) and wary of Longstreet's ubiquitous idea of a flanking maneuver to the south, Lee felt that a head-on charge at the center of the Union line—fixed at a point behind a stone wall in front of Cemetery Ridge now known as "The Angle"—would most assuredly carry the day.

Longstreet disagreed vehemently, realizing, with his bent towards defensive tactics, that such a charge against an almost equal number of troops would be foolhardy. But Lee felt that an extended bombardment from the 175 guns from Oak Hill to the Peach Orchard would soften the Union line sufficiently for an attack by General Pickett's Division—newly arrived and, as yet, unused—supported by units from Heth's Division (now commanded by General Pettigrew), Pender's Division (led by General Trimble) and Anderson's Division. But once again Lee had miscalculated badly. He was unaware that his artillery ammunition supply was woefully low. He insisted on using Heth's Division in the charge, a division not only badly riddled by first-day casualties, but led at the brigade level by three Colonels and a rather colorless general. [Joseph Davis was a nephew of Jefferson Davis; the Confederacy was not immune to nepotism.] Furthermore, Pickett's men, although not yet bloodied, had endured a hot, brutal march to the battlefield; the intensive heat of the third day (almost 90°) would not help their condition.

Worst of all, the Union was imminently ready. Although their losses were equal to those of the Confederacy for the first two days, they were now relatively rested behind a huge line of ridges and breastworks. With several key units well-placed as reserves, they were in a good position to hold off virtually any major attack.

Thus, Pickett's Charge became a classic disaster: as a wanton destruction of men it was unparalleled in Nineteenth Century warfare. The 37% suffered by The Light Brigade at Balaclava were light when compared to Pickett's Division's losses of over 65%! Heth's Division went as high as 60% lost, and several regiments were virtually wiped out to the man. Surveying the carnage and the effect of the battle on his army—and on the fate of the Confederacy—an exhausted and agonized Lee could only cry out, "Too bad! Too bad! OH, TOO BAD!" About the only moment of glory for the South occurred towards the end of the cannonade and into the battle proper. Two brigades of Union cavalry under General Kilpatrick attempted to flank the Southern right deployed across the Emmitsburg Road. After some worthless skirmishing, Kilpatrick became convinced that the southern position was being held by only a thin line of reserves. Sensing the opportunity to turn the flank with one grand assault, he baited the brilliant young cavalry officer, Brigadier General Elon Farnsworth, into charging the Confederate line. Farnsworth charged, circling the Confederate positions Indian-style. Unfortunately, they weren't reserves; they were several brigades from Hood's Division. Hundreds of Union troopers died, Farnsworth among them.

28.41 SCENARIO LENGTH

The Scenario begins with the 1300 Game-Turn of the Third Day and ends after the completion of the 1940 Turn of the same day. The Scenario is thus 21 Game-Turns long and takes approximately seven hours to play. The Confederate Player is the First Player; the Union sets up first.

28.42 INITIAL DEPLOYMENT

Confederate: Hardaway Btry (McIntosh/III): hex B0832. Sumter A & B Batteries (Lane/III): within three hexes of A3403, in reserve. 1st Richmond Howitzers (Cabbell/I), Madison Lt Arty (Alex/I), Huger Arty (Garnett/III), NflkLtArtyBlues (Garnett/III): within four hexes of A4106, in reserve. Jones/II Artillery Battalion: within two hexes of B2323. Remainder of Artillery: with their parental division or corps. 1SC Regiment (Hampton/Cav), SC (Hart) Battery (Beckham): hex C0544. Pickett's Division (I): between hexrows A5100-6000, inclusive; west of Ridge running north of the Peach Orchard. McLaw's Division (I): on Map C, west of any hex ending in 26, exclusive. Johnson's Division (II), Daniel's Brigade and O'Neal's Brigade (Rodes/II): in any hex within one hex of Rock Creek, between B4610 and B3714, inclusive. Early's Division (II): between Gettysburg (inclusive) and Rock Creek, north of hexrow B3500, exclusive. Iverson's, Doles', Ramseur's Brigades (Rodes/II), 1st and 3rd Brigades (Pender/III): any hex in the Sunken Road. Heth's Division (II): west of Seminary Ridge, between hexrows A4100-4800, inclusive. 2nd and 4th Brigades (Pender/III): same as Heth's Division, to rear of Heth's Division. Mahone's and Posey's Brigades (Anderson/III): west of Seminary Ridge, between hexrow A4000 and the Hagerstown Road. Wilcox's and Perry's Brigades (Anderson/III): west of Seminary Ridge, between hexrows A4900-5200, inclusive. Wright's Brigade (Anderson/III): within three hexes of A5004. Ten Supply Wagons, one Supply Train, General Lee, fifteen Breastwork Counters: anywhere.

Union: All Artillery units: divided in any manner between Cemetery Hill and Ridge, and the C Map, northeast of The Big Round Top. An Artillery Park may be set-up in Power's Hill vicinity. First Division, 1st Corps: between Culp's Hill (inclusive) and Cemetery Hill (exclusive) south of hexrow B4000 (inclusive). 1/2/I: hex B4421, in reserve. 2/2/I: hex B4321, in reserve. 121Pa, 142Pa (1/3/I): hex B5722, in reserve. 2/3/I: hex B5722, in reserve. 3/3/I: within one hex of B5926. First Division, II Corps: between hexrows B5900 and C0200, inclusive; east of Cemetery Ridge line. Second Division, II Corps: between hexrows B5100-5700, inclusive; adjacent to Cemetery Ridge. 8Ohio (1/3/II): hex B4426. Remainder of 1/3/II: Cemetery Hill. 2/3/II and 3/3/II: between hexrows B4700 and B5000, inclusive; adjacent to Cemetery Ridge. III Corps: between hexrows C0100-0700, in Woods adjacent to Tanneytown Road. First Division, V Corps: within three hexes of C0971. Second Division, V Corps: within three hexes of C1517. Third Division, V Corps: within four hexes of C1220. First Division, VI Corps: same as 1/II. Second Division, VI Corps: within three hexes of C2016. Third Division, VI Corps: within three hexes of C1217. First Division, XI Corps: in hexes B3921, B4020, B4120 and B4219. Second and Third Divisions, XI Corps: on Cemetery Hill or adjacent to it. XII Corps: between Culp's Hill (inclusive) and B5010, west of Culp's Hill Trail, inclusive. Thirteen Supply Wagons, one Supply Train, General Meade: anywhere. Thirty Breastwork Counters: anywhere.

28.43 REINFORCEMENTS

Players receive any reinforcements arriving on or after the 1300 Turn of the Third Day.

28.44 AMMUNITION SUPPLY

Artillery: Basic Game: Confederates have a level of 180; Union has a level of 445. Optional Rules: All batteries at maximum level. Confederates have no Supply Train Ammunition Level; Union Supply Train Level is 110.

Small-Arms (Optional): All Wagons at maximum level.

28.45 UNIT STRENGTHS

All units are at maximum Strength, except for those units listed below:

Confederates: Carter's Artillery Battalion (each battery reduced by "1"). McLaw's Division/I (remove 21 Strength Points). Hood's Division/I (remove 21 Strength Points). Early's Division/II (remove 15 Strength Points). Johnson's Division/II (remove 9 Strength Points). Rodes' Division/II (remove 28 Strength Points). Anderson's Division/III (remove 10 Strength Points). Heth's Division/III (see Case 28.25). Pender's Division/III (see Case 28.25). Leaders Eliminated: Pender, Heth, Archer, Hood, Barksdale, Semmes, Anderson, G., Robertson, J.B., Jones, J..

Union: Artillery (see case 28.25; plus A, 1RILt/II (5); B, 1RILt/II (4). I Corps (see Case 28.25). 1/II (remove 15 Strength Points). 2/II (remove 10 Strength Points). 3/II (remove 10 Strength Points). 1/III (remove 19 Strength Points). 2/III (remove 18 Strength Points). 1/V (remove 7 Strength Points; 4 from 2/1/V). 2/V (remove 9 Strength Points). 3/V (remove 1 Strength Point). 1/XI (remove 13 Strength Points). 2/XI (remove 9 Strength Points). 3/XI (remove 15 Strength Points). 1/XII (remove 4 Strength Points). 2/XII (remove 4 Strength Points). Leaders Eliminated: Reynolds, Paul, Sickles, Graham, Weed, Barlow.

28.46 VICTORY CONDITIONS

The schedule of Victory Points and Levels of Victory are the same as for the Second Day Scenario (Cases 28.26 and 28.27).

28.47 DEMORALIZATION LEVELS

If the Confederate Player sustains casualties (including captures) of over 10,000 men, his side is Demoralized. The Union Player has the same Demoralization Level.

Units eliminated prior to the start of the Scenario are not counted.

If Optional Rule 26.0 is used, the only effect of Demoralization is on the Level of Victory.

28.48 SPECIAL RULES FOR PICKETT'S CHARGE (OPTIONAL)

Players may attempt to recreate the actual attack known as Pickett's Charge. They should be forewarned that this is an exercise in futility, as was borne out in playtesting. However, for those interested in this sort of thing the following suggestions are included. This Scenario lends itself quite well to solitaire play.

  1. The Scenario begins at 1300. From 1300 through 1440, the only Phases of the Game-Turn used are the Artillery Fire and Counter-Battery Phases. There is no movement. This will recreate the famous cannonade that preceded the charge. Players should use the Artillery Overshoot Option with this rule, and there is no routing during the cannonade.

  2. Starting with the 1500 Turn through the 1640 Turn, the Confederate Player may move units that start the Scenario west of Seminary Ridge or west of the Ridge running north of The Peach Orchard. No other units may move. The U.S.A. Player may not move any units from the following Corps: III, V, VI, XI and XII. The Scenario ends with the completion of the 1640 Turn.

  3. During the initial movement portion of the Scenario (1500-1540), the Rout Rules—including Brigade Command Effectiveness—are suspended for the C.S.A. Units may rout only starting with the 1600 Turn. C.S.A. units fired at during these Turns do not roll for rout; they do not check for rout if Melee attacked. This does not apply to the Union units.

  4. The Victory Conditions for the Confederates are possession of any five adjacent hexes that are part of Cemetery Ridge. Confederate casualties will be immense; Players should make their own determination as to whether any Confederate victory, if achieved, was worth it.

28.49 FARNSWORTH'S CHARGE (OPTION)

As an added fillip to the above Case, Players may want to throw in Farnsworth's Charge. On the 1440 Turn, Farnsworth's and Merritt's Cavalry Brigades, plus General Kilpatrick, are placed anywhere in Staging Area #7. They may move no further that Turn; however, the C.S.A. Player immediately releases any two brigades on the C Map. He may then release one more brigade on 1540, and an additional brigade on 1600. They may not move to any other map. The U.S.A. Player has the option as to whether to bring the Cavalry on at all; his objective is to capture Supply Wagons and create "confusion," inflicting more casualties than are received. The objectives are somewhat hazy—as were Kilpatrick's reasons for ordering Farnsworth to make the charge. The C.S.A. Player can take some solace in killing a bunch of Union Troopers.


28.5 The Grand Battle Game: The Three Days of Gettysburg

This Scenario covers the entire length of the battle. The Scenario begins with the 0740 Turn of July 1 and ends with the completion of the 1940 Turn of July 3—or sooner, if the Players so desire. The number of Game-Turns to play is 149 and the entire process should take a minimum of 50 hours! It is suggested that at least three Players be assigned to each side. A supreme commander to make all strategical decisions—and oversee all the bookkeeping chores—would not be a bad idea either.

28.51 INITIAL DEPLOYMENT

The Initial Set-Up for the Grand Battle Game is the same as the set-up for the First Day; see Case 28.12.

28.52 [printed as 28.12, sic] REINFORCEMENTS

Players take reinforcements as per the Grand Battle Game Reinforcement Schedule, see Section 29.0.

28.53 DEMORALIZATION LEVELS

If the Confederate Player loses more than 27,000 men, his side is considered Demoralized. If the Union Player loses more than 30,000 men, his side is Demoralized. However, it is recommended that Players use the Brigade Command Effectiveness Rule (Section 26.0) when playing the Grand Battle Game. If this is done, the Demoralization Levels affect only Victory Levels.

28.54 VICTORY CONDITIONS

Players receive Victory Points for Enemy men eliminated as per the section on Victory Conditions (Case 22.11).

In addition, Players receive the following Points for holding geographical objectives at the end of the game:

AreaPoints
Culp's Hill100 Points
Cemetery Hill200 Points
Little Round Top150 Points

Players are considered in possession of an objective when they have at least one unit at that location that is in Command Control and can trace a Line of Communications to the Commanding General, and there are no Enemy units which can likewise in that location.

The Confederate Player also receives ten Victory Points for each combat unit that he exits from the board through Staging Area #6. The Confederate Player must be able to trace a Line of Communications from the exiting hex back to hex A0632 at the end of the game to get credit for these units.

28.55 LEVELS OF VICTORY

The Levels of Victory are the same as in Case 28.16.

28.56 AMMUNITION SUPPLY

Artillery: Basic Game: Union Level on AAAT is 880. CSA Level on AAAT is 640. Optional Rules: All batteries at maximum level. Union Supply Train carries 400 rounds; Confederate Supply Train carries 280 rounds.

Small-Arms (Optional): All units at maximum level.

29.0 GRAND BATTLE REINFORCEMENT SCHEDULE

29.1 Confederates

July 1, 1863; The First Day

TimeAreaUnits
074013/Heth/III, 4/Heth/III (minus 11Miss) Archer, Davis.
08001Pegram's Artillery (III); 1 Supply Wagon
082011/Heth/III, 2/Heth/III, McIntosh's Artillery (III); A.P. Hill, Heth, Pettigrew, Brockenbrough.
09201Garnett's Artillery (III)
12001Pender's Division (w/o Artillery); Pender, Lane, Thomas, Scales, Perrin; 1 Supply Wagon
13002Rodes' Division, plus Carter's Artillery (II); Rodes, Daniel, Iverson, Doles, Ramseur, O'Neal; 1 Supply Wagon
13403Early's Division, plus Jones' Artillery (II); 1st Maryland Battalion Cavalry (Fitz.Lee); Ewell, Early, Hays, Smith, Gordon, Avery; 1 Supply Wagon
1440314 Virginia, 16 Virginia, 17 Virginia Cavalry Regiments (Jenkins); Jenkins
15001Longstreet
15401Wilcox and Perry's Brigades (Anderson/III), Anderson, R., Wilcox, Lang; The Supply Train (Opt)
16001Mahone and Wright's Brigades (Anderson/III), Mahone, Wright
16201Posey's Brigade (Anderson/III); Lane's Artillery (III); Posey; 1 Supply Wagon
18401Steuart's, Nicholls' and the Stonewall Brigades (Johnson/II); Johnson, E., Steuart, Walker, Williams; 1 Supply Wagon
19001Jones' Brigade (Johnson/II); Latimer's Artillery; Jones, J.
22001Dance's Artillery (II), Nelson's Artillery (II).

July 2, 1863; The Second Day

TimeAreaUnits
04001Anderson's, Robertson's and Benning's Brigades (Hood/I), German, Palmetto and Rowan Batteries of Henry's Artillery (I); Hood, Anderson, G., Robertson, J., Benning; 1 Supply Wagon
05401McLaw's Division, plus Cabell's Artillery (I); McLaws, Kershaw, Semmes, Barksdale, Wofford; 1 Supply Wagon
08001Alexander's Artillery (I), Eshleman's Artillery (I)
10001(Optional/Non-Historical) Robertson's and Jones' Cavalry Brigades (Stuart/Cav); Robertson, B., Jones, W.
11403/4Fitz.Lee's (minus 1st Md Bn Cavalry), Hampton's, and WHF Lee's Cavalry Brigades; 34th Virginia Bn., 36th Virginia Bn., and Jackson's Horse Arty from Jenkin's Cavalry Brigade; Beckham's Horse Artillery; Stuart, Fitz.Lee, Hampton, Chambliss
12001Law's Brigade (Hood/I); Branch Artillery (Henry I); Law
16401Pickett's Division; Dearing Artillery (I) Pickett, Garnett, Armistead, Kemper; 1 Supply Wagon
19001Poague's Artillery (III)

July 3, 1863; The Third Day

TimeAreaUnits
0600111th Mississippi (4/Heth/III)
07404/5WITHDRAW: Fitz.Lee's, Hampton's (minus 1SC Cav Rgt), WHF Lee's and Jenkin's Cavalry Brigades (Stuart/Cav) Beckham's Horse Artillery (minus 3SC Battery); Stuart, Fitz.Lee, Hampton, Jenkins, Chambliss. UNITS MUST BE OFF GAME MAP BY 0740.
10001(Optional/Non-Historical): Imboden's Ind. Cavalry Command; Imboden

29.2 Union

TimeAreaUnits
080081/I (Minus 7Ind); B, 2d Maine Battery (I); Reynolds, Wadsworth; 1 Supply Wagon
09408Howard (XI)
100082/I; remainder of I Corps Artillery; Robinson
110091/3/I, 2/3/I; Doubleday
112081/XI (minus 41NY); I, 1NY, 1Ohio and G, 4US Batteries (XI); Barlow, 1 Supply Wagon
112073/XI; Schurz
122072/XI; remainder of XI Corps Artillery; Von Steinwehr; 1 Supply Wagon.
1440841NY Regiment (1/1/XI)
150087Ind Regiment (2/1/I)
152083/3/I
15407Hancock (II)
16406XII Corps (minus 2/1/XII); Williams, Geary; 1 Supply Wagon, The Supply Train (Opt.)
17406Slocum (XII)
174081/1/III, 2/1/III; 2NJ, E, RI and K, 4US Batteries (III); Birney; 1 Supply Wagon
19208Sickles (III)
194081/2/III; 2/2/III; remainder of III Corps Artillery; Humphreys
20008Meade (Army of the Potomac)

July 2, 1863: The Second Day

TimeAreaUnits
05007II Corps; Caldwell, Gibbon, Hays; 2 Supply Wagons
06207The Reserve Artillery Corps (Minus the 1st Volunteer Brigade)
072061st Maryland Potomac Home Brigade, 150NY Regiments (2/1/XII)
080061/V, 2/V; V Corps Artillery; Sykes, Barnes, Ayres; 1 Supply Wagon
08007/83/1/III, 3/2/III; D, 1NY, 4NY Batteries (III); 1 Supply Wagon
090071st Volunteer Brigade (Reserve)
112063/V; Crawford; 1 Supply Wagon
14005/6WITHDRAW: 1st and 2nd Brigades, 1st Cavalry Division; Buford, Devin, Gamble. UNITS MUST BE OFF THE GAME MAP BY 1400.
15406VI Corps; Sedgewick, Wright, Howe, Newton; 2 Supply Wagons
16005(Optional/Non-Historical): 2d Cavalry Division; Gregg, D., McIntosh, Gregg, J.; 1 Supply Wagon
170079Mich, 6NY, and B, 2US Batteries (Horse Artillery)

July 3, 1863; The Third Day

TimeAreaUnits
062061Md Eastern Shore Rgt (2/1/XII)
12005(Optional/Non-Historical): Custer's Brigade (3d/Cav); M, 2US and E, 4US Batteries (Horse Arty); Custer
13208Merritt's Brigade (1st/Cav); K, 1US Battery (Horse Arty); Merritt
13406Farnsworth's Brigade (3d/Cav); E, 1US Battery (Horse Arty); Kilpatrick, Farnsworth

Note: Where two Areas are indicated for one set of reinforcements, all reinforcements may arrive at either one of the Areas. They may not be split between the Areas.

29.3 Non-Historical Reinforcements and Withdrawals

Certain reinforcements (usually Cavalry) are designated as Optional/Non-Historical. These are units that were present in the area that did not reach the battlefield proper. However, they were available. For Players wishing to adhere to strict historical happenstance, these reinforcements should be ignored; otherwise, treat them as regular reinforcements. Players should note that listings designated as WITHDRAWALS are not Optional; these units must be withdrawn by the times stated on the Reinforcement Schedule. Any unit that is on the game map at the time that it should have been withdrawn will cost the Player 100 Victory Points per Strength Point!

30.0 THE ORDER OF BATTLE

30.1 The Army of Northern Virginia

(General Robert E. Lee)

FIRST CORPS (Lt.Gen. James Longstreet)

MCLAW'S DIVISION

(Maj.Gen. Lafayette McLaws)

Kershaw's Brigade (Brig.Gen. J.B. Kershaw) 2nd SC, 3d SC, 7th SC, 8th SC, 15th SC, 3d SC Bn.

Semmes' Brigade (Brig.Gen. P.J. Semmes) 10th Ga; 50th Ga; 51st Ga; 53d Ga.

Barksdale's Brigade (Brig.Gen. Wm. Barksdale) 13th Ms; 17th Ms; 18th Ms; 21st Ms.

Wofford's Brigade (Brig.Gen. W.T. Wofford) 16th Ga; 18th Ga; 24th Ga; Cobb's Legion; Phillip's Legion.

Cabell's Artillery 1st NC, Battery A; Pulaski Art.; 1st Richmond Howitzers; Troop Art.

HOOD'S DIVISION (Maj.Gen. John B. Hood)

Law's Brigade (Brig.Gen. E.M. Law) 4th Ala; 15th Ala; 44th Ala; 47th Ala; 48th Ala.

Anderson's Brigade (Brig.Gen. George Anderson) 7th Ga; 8th Ga; 9th Ga; 11th Ga; 59th Ga.

Robertson's Brigade (Brig.Gen. J.B. Robertson) 3d Ark; 1st Tex; 4th Tex; 5th Tex.

Benning's Brigade (Brig.Gen. Henry L. Benning) 2d Ga; 15th Ga; 17th Ga; 20th Ga.

Henry's Artillery Branch (NC) Art.; German (SC) Art.; Palmetto (SC) Lt.Art.; Rowan (NC) Art.

PICKETT'S DIVISION

(Maj.Gen. George E. Pickett)

Garnett's Brigade (Brig. Gen. Richard B. Garnett) 8th Va; 18th Va; 19th Va; 28th Va; 56th Va.

Armistead's Brigade (Brig.Gen. Lewis A. Armistead) 9th Va; 14th Va; 38th Va; 53d Va; 57th Va.

Kemper's Brigade (Brig.Gen. J.L. Kemper) 1st Va; 3d Va; 7th Va; 11th Va; 24th Va.

Dearing's Artillery Fauquier (Va) Art.; Hampden (Va) Art.; Richmond Fayette Art.; Blount (Va) Battery.

ARTILLERY RESERVE

Alexander's Battalion Madison (La) Lt. Art.; Brooks (SC) Art.; Ashland (Va) Art.; Bedford (Va) Art.; Parker (Va) Battery; Taylor (Va) Battery.

Eshleman's Brigade (Washington, La., Art.) 1st Co.; 2nd Co.; 3d Co.; 4th Co.

SECOND ARMY CORPS

(Lt.Gen. Richard S. Ewell)

EARLY'S DIVISION (Maj.Gen. Jubal A. Early)

Hay's Brigade (Brig.Gen. Harry T. Hays) 5th La; 6th La; 7th La; 8th La; 9th La.

Hoke's Brigade (Col. Isaac E. Avery) 6th NC; 21st NC; 57th NC.

Smith's Brigade (Brig.Gen. William Smith) 31st Va; 49th Va; 52nd Va.

Gordon's Brigade (Brig.Gen. J.B. Gordon) 13th Ga; 26th Ga; 31st Ga; 38th Ga; 60th Ga; 61st Ga.

Jones' Artillery Charlottesville (Va) Art.; Courtney (Va) Art.; La. Gd. Art.; Staunton (Va) Art.

JOHNSON'S DIVISION

(Maj.Gen. Edward Johnson)

Stonewall Brigade (Brig. Gen. James A. Walker) 2nd Va; 4th Va; 5th Va; 27th Va; 33rd Va.

Steuart's Brigade (Brig.Gen. George H. Steuart) 1st Md Bn.; 1st NC; 3d NC; 10th Va; 23d Va; 37th Va.

Nicholl's Brigade (Col. J.M. Williams) 1st La; 2nd La; 10th La; 14th La; 15th La.

Jones' Brigade (Brig.Gen. John M. Jones) 21st Va; 25th Va; 42nd Va; 44th Va; 48th Va; 50th Va.

Latimer's Artillery 1st Maryland Battery; Alleghany (Va) Art.; Chesapeake (Md) Art.; Lee (Va) Battery.

RODES' DIVISION (Maj.Gen. R.E. Rodes)

Daniel's Brigade (Brig.Gen. Julius Daniel) 32nd NC; 43d NC; 45th NC; 53rd NC; 2nd NC Bn.

Iverson's Brigade (Brig.Gen. Alfred Iverson) 5th NC; 12th NC; 20th NC; 23rd NC.

Doles' Brigade (Brig.Gen. George Doles) 4th Ga; 12th Ga; 21st Ga; 44th Ga.

Ramseur's Brigade 2nd NC; 4th NC; 14th NC; 30th NC.

O'Neal's Brigade (Col. Edward A. O'Neal) 3d Ala; 5th Ala; 6th Ala; 12th Ala; 26th Ala.

Carter's Artillery Jeff Davis (Ala) Art.; King William (Va) Art.; Morris (Va) Art.; Orange (Va) Art.

ARTILLERY RESERVE

Dance's First Virginia Artillery 2nd Richmond Howitzers; 3d Richmond Howitzers; Powhattan (Va) Art.; Rockbridge (Va) Art.; Salem (Va) Art.

Nelson's Battalion Amherst (Va) Art.; Fluvanna (Va) Art.; Georgia Battery.

THIRD ARMY CORPS (Lt.Gen. Ambrose P. Hill)

ANDERSON'S DIVISION

(Maj.Gen. R.H. Anderson)

Wilcox's Brigade (Brig.Gen. Cadmus Wilcox) 8th Ala; 9th Ala; 10th Ala; 11th Ala; 14th Ala.

Mahone's Brigade (Brig.Gen. William Mahone) 6th Va; 12th Va; 16th Va; 41st Va; 61st Va.

Wright's Brigade (Brig.Gen. A.R. Wright) 3d Ga; 22nd Ga; 48th Ga; 2nd Ga Bn.

Perry's Brigade (Col. David Lang) 2nd Fla; 5th Fla; 8th Fla.

Posey's Brigade (Brig.Gen. Carnot Posey) 12th Miss; 16th Miss; 19th Miss; 48th Miss.

Lane's Sumter Artillery Battalion [11th Ga] Co. A; Co. B; Co. C.

HETH'S DIVISION (Maj.Gen. Henry Heth)

First Brigade (Brig.Gen. J.J. Pettigrew) 11th NC; 26th NC; 47th NC; 52nd NC.

Second Brigade (Col. J.M. Brockenbrough) 40th Va; 47th Va; 55th Va; 22nd Va Bn.

Third Brigade (Brig. Gen. James J. Archer) 13th Ala; 5th Ala Bn.; 1st Tenn (Provisional Army); 7th Tenn; 14th Tenn.

Fourth Brigade (Brig.Gen. Joseph R. Davis) 2nd Miss; 11th Miss; 42nd Miss; 55th NC.

Garnett's Artillery Donaldsonville (La) Art.; Huger (Va) Art.; Lewis (Va) Art.; Norfolk Lt. Art. Blues.

PENDER'S DIVISION (Maj.Gen. Wm.D. Pender)

First Brigade (Col. Abner Perrin) 1st SC (Provisional Army); 1st SC Rifles; 12th SC; 13th SC; 14th SC.

Second Brigade (Brig. Gen. James H. Lane) 7th NC; 18th NC; 28th NC; 33rd NC; 37th NC.

Third Brigade (Brig.Gen. Edward L. Thomas) 14th Ga; 35th Ga; 45th Ga; 49th Ga.

Fourth Brigade (Brig.Gen. A.M. Scales) 13th NC; 16th NC; 22nd NC; 34th NC; 38th NC.

Poague's Artillery Albemarle (Va) Art.; Charlotte (NC) Art.; Madison (Miss) Lt.Art.; Va. Battery (Brooke).

ARTILLERY RESERVE

McIntosh's Battalion Hardaway (Ala) Art.; Danville (Va) Art.; 2nd Rockbridge (Va) Art.; Johnson (Va) Battery.

Pegram's Battalion Pee Dee (SC) Art.; Crenshaw (Va) Battery; Fredericksburg Art.; Letcher (Va) Art.; Purcell (Va) Art.

CAVALRY

STUART'S DIVISION (Maj.Gen. J.E.B. Stuart)

Fitz. Lee's Brigade (Brig.Gen. Fitzhugh Lee) 1st Md Bn. (attached to Ewell's Corps); 1st Va; 2nd Va; 3d Va; 4th Va; 5th Va.

Hampton's Brigade (Brig.Gen. Wade Hampton) 1st NC; 1st SC; 2nd SC; Cobb's Legion; Jeff Davis Legion; Phillip's Legion.

W.H.F. Lee's Brigade (Brig.Gen. J.R. Chambliss) 2nd NC; 9th NC; 10th Va; 13th Va.

Jenkin's Brigade (Brig.Gen. A.G. Jenkins) 14th Va; 16th Va; 17th Va; 34th Va Bn.; 36th Va Bn.; Jackson's Battery (Horse Art.).

Robertson's Brigade (Brig.Gen. Beverly H. Robertson) 4th NC; 5th NC.

Jones' Brigade (Brig.Gen. William E. Jones) 6th Va; 7th Va; 11th Va.

Beckham's Horse Artillery Chew's (Va) Battery; Breathed's (Va) Battery; Griffin's (Md) Battery; Hart (SC) Battery; McGregor's (Va) Battery; Moorman's (Va) Battery.

30.2 The Army of the Potomac

(Major General George G. Meade)

FIRST ARMY CORPS

(Maj.Gen. John F. Reynolds)

FIRST DIVISION (Brig.Gen. James Wadsworth)

First Brigade (The Iron Brigade) 19th Indiana; 24th Mich; 2nd Wisc; 6th Wisc; 7th Wisc.

Second Brigade 7th Indiana; 76th NY; 84th NY; 95th NY; 147th NY; 56th Penna.

SECOND DIVISION

(Brig.Gen. John C. Robinson)

First Brigade 16th Me; 13th Ma; 94th NY; 104th NY; 107th Pa.

Second Brigade 12th Ma; 83d NY (9th Militia); 97th NY; 11th Pa; 88th Pa; 90th Pa.

THIRD DIVISION (Maj.Gen. Abner Doubleday)

First Brigade 80th NY (20th Militia); 121st Pa; 142nd Pa; 151st Pa.

Second Brigade 143d Pa; 140th Pa; 150th Pa.

Third Brigade 13th Vt; 14th Vt; 16th Vt.

WAINWRIGHT'S ARTILLERY BRIGADE Me Lt, 2nd Battery (B); Me Lt, 5th Battery (E); 1NY Lt, Battery L&E; 1st Pa Lt., Battery B; 4US, Battery B.

SECOND ARMY CORPS

(Maj.Gen. Winfield S. Hancock)

FIRST DIVISION (Brig.Gen. John C. Caldwell)

First Brigade 5th NH; 61st NY; 81st Pa; 148th Pa.

Second Brigade 28th Ma; 63d NY; 69th NY; 88th NY; 116th Pa.

Third Brigade 52nd NY; 57th NY; 66th NY; 140th Pa.

Fourth Brigade 27th Ct; 2nd Dela; 64th NY; 53d Pa; 145th Pa.

SECOND DIVISION (Brig.Gen. John Gibbon)

First Brigade 19th Me; 15th Ma; 1st Mn; 2nd Co. Mn. Sharpshooters; 82nd NY (2nd Militia).

Second Brigade (The Philadelphia Brigade) 69th Pa; 71st Pa; 72nd Pa; 106th Pa.

Third Brigade 19th Ma; 20th Ma; 7th Mich; 42nd NY; 59th NY.

Unattached 1st Co. Ma. Sharpshooters.

THIRD DIVISION (Brig.Gen. Alexander Hays)

First Brigade 14th Indiana; 4th Ohio; 8th Ohio; 7th W.Va.

Second Brigade 14th Ct; 1st Dela; 12th NJ; 10th NY Bn.; 108th NY

Third Brigade 39th NY; 111th NY; 125th NY; 126th NY.

HAZARD'S ARTILLERY BRIGADE 1st NY Lt., Battery B+14th NY Battery; 1st R.I. Lt, Battery A; 1st R.I. Lt, Battery B; 1US, Battery I; 4US, Battery A.

THIRD ARMY CORPS (Maj.Gen. Daniel Sickles)

FIRST DIVISION (Maj. Gen. David B. Birney)

First Brigade 57th Pa; 63rd Pa; 68th Pa; 105th Pa; 114th Pa; 141st Pa.

Second Brigade 20th Indiana; 3rd Me; 4th Me; 86th NY; 124th NY; 99th Pa; 1st US Sharpshooters; 2nd US Sharpshooters.

Third Brigade 17th Me; 3d Mich; 5th Mich; 40th NY; 110th Pa.

SECOND DIVISION

(Brig.Gen. Andrew H. Humphreys)

First Brigade 1st Ma; 11th Ma; 16th Ma; 12th N.H.; 11th NJ; 26th Pa.

Second Brigade 70th NY; 71st NY; 72nd NY; 73d NY; 74th NY; 120th NY.

Third Brigade 2nd NH; 5th NJ; 6th NJ; 7th NJ; 8th NJ; 115th Pa.

RANDOLPH'S ARTILLERY BRIGADE NJ Lt, 2nd Battery; 1st NY Lt, Battery D; NY Lt., 4th Battery; 1st R.I. Lt, Battery E; 4US, Battery K.

FIFTH ARMY CORPS (Maj.Gen. George Sykes)

FIRST DIVISION (Brig.Gen. James Barnes)

First Brigade 18th Ma; 22nd Ma; 1st Mich; 118th Pa.

Second Brigade 9th Ma; 32nd Ma; 4th Ma; 62nd Pa.

Third Brigade 20th Me; 16th Mich; 44th NY; 83d Pa.

SECOND DIVISION (Brig.Gen. Romeyn B. Ayres)

First Brigade 3d US; 4th US; 6th US; 12th US; 14th US.

Second Brigade 2nd US; 7th US; 10th US; 11th US; 17th US.

Third Brigade 140th NY; 146th NY; 91st Pa; 155th Pa.

THIRD DIVISION

(Brig.Gen. Samuel W. Crawford)

First Brigade 1st Pa Res.; 2nd Pa Res.; 6th Pa Res.; 13th Pa Res.

Third Brigade 5th Pa Res; 9th Pa Res; 10th Pa Res.; 11th Pa Res.; 12th Pa Res.

MARTIN'S ARTILLERY BRIGADE Ma Lt., 3d Battery (C); 1st NY Lt., Battery C; 1st Ohio Lt., Battery L; 5US, Battery D; 5US, Battery I.

SIXTH ARMY CORPS (Maj.Gen. John Sedgwick)

FIRST DIVISION (Brig.Gen. Horatio G. Wright)

First Brigade 1st NJ; 2nd NJ; 3d NJ; 15th NJ.

Second Brigade 5th Me; 121st NY; 95th Pa; 96th Pa.

Third Brigade 6th Me; 49th Pa; 119th Pa; 5th Wisc.

SECOND DIVISION

(Brig.Gen. Albion P. Howe)

Second Brigade 2nd Vt; 3d Vt; 4th Vt; 5th Vt; 6th Vt.

Third Brigade 7th Me; 33d NY (Detachment); 43d NY; 49th NY; 77th NY; 61st Pa.

THIRD DIVISION (Maj.Gen. John Newton)

First Brigade 65th NY; 67th NY; 122nd NY; 23d Pa; 82d Pa.

Second Brigade 7th Ma; 10th Ma; 37th Ma; 2nd R.I.

Third Brigade 62nd NY; 93d Pa; 98th Pa; 139th Pa.

TOMPKIN'S ARTILLERY BRIGADE Ma Lt., 1st Battery (A); NY Lt., 1st Battery; NY Lt, 3d Battery; 1st R.I. Lt, Battery C; 1st R.I. Lt, Battery G; 2US, Battery D; 2US, Battery G; 5US, Battery F.

ELEVENTH ARMY CORPS

(Maj.Gen. Oliver O. Howard)

FIRST DIVISION

(Brig.Gen. Francis C. Barlow)

First Brigade 41st NY; 54th NY; 68th NY; 153d Pa.

Second Brigade 17th Ct; 25th Ohio; 75th Ohio; 107th Ohio.

SECOND DIVISION

(Brig.Gen. Adolph von Steinwehr)

First Brigade 134th NY; 154th NY; 27th Pa; 73d Pa.

Second Brigade 3d Ma; 136th NY; 55th Ohio; 73d Ohio.

THIRD DIVISION (Maj.Gen. Carl Schurz)

First Brigade 82nd Ill; 45th NY; 157th NY; 61st Ohio; 74th Pa.

Second Brigade 58th NY; 119th NY; 82nd Ohio; 75th Pa; 76th Wisc.

OSBORN'S ARTILLERY BRIGADE 1st NY Lt., Battery I; NY Lt., 13th Battery; 1st Ohio Lt, Battery I; 1st Ohio Lt., Battery K; 4US, Battery G.

TWELFTH ARMY CORPS

(Maj.Gen. Henry W. Slocum)

FIRST DIVISION

(Brig.Gen. Alpheus S. Williams)

First Brigade 5th Ct; 20th Ct; 3d Md; 123rd NY; 145th NY; 46th Pa.

Second Brigade 1st Md; Potomac Home Bde; 1st Md, Eastern Shore; 150th NY

Third Brigade 27th Indiana; 2nd Ma; 13th NJ; 107th NY; 3d Wisc.

SECOND DIVISION (Brig.Gen. John W. Geary)

First Brigade 5th Ohio; 7th Ohio; 29th Ohio; 66th Ohio; 28th Pa; 147th Pa.

Second Brigade 29th Pa; 109th Pa; 111th Pa.

Third Brigade 60th NY; 78th NY; 102nd NY; 137th NY; 149th NY.

MUHLENBERG'S ARTILLERY BRIGADE 1st NY Lt, Battery M; Pa Lt., Battery E; 4US, Battery F; 5US, Battery K.

CAVALRY CORPS

(Maj.Gen. Alfred Pleasanton—not present)

FIRST DIVISION (Brig.Gen. John Buford)

First Brigade (Col. William Gamble) 8th Ill; 12th Ill; 3d Indiana; 8th NY.

Second Brigade (Col. Thomas Devin) 6th NY; 9th NY; 17th Pa; 3d W.Va.

Reserve Brigade (Brig.Gen. Wesley Merritt) 6th Pa; 1st US; 2nd US; 5th US; 6th US.

SECOND DIVISION (Brig.Gen. David Gregg)

First Brigade (Col. John B. McIntosh) 1st Md; Purnell Legion, Co. A; 1st Ma; 1st NJ; 3d Pa Art., Sect. Battery H.

Third Brigade (Col. J. Irvin Gregg) 1st Me; 10th NY; 4th Pa; 16th Pa.

THIRD DIVISION

(Brig.Gen. Judson Kilpatrick)

First Brigade (Brig.Gen. Elon J. Farnsworth) 5th NY; 18th Pa; 1st Vt; 1st W.Va.

Second Brigade (Brig.Gen. George A. Custer) 1st Mich; 5th Mich; 6th Mich; 7th Mich.

HORSE ARTILLERY

Robertson's Brigade 9th Mich Battery; 6th NY Battery; 2nd US, Batteries B and L; 2nd US, Battery M; 4th US, Battery E.

Tidball's Brigade 1st US, Batteries E and G; 1st US, Battery K; 2nd US, Battery A.

ARTILLERY RESERVE

Ransom's First Regular Brigade 1st US, Battery H; 3d US, Batteries F and K; 4th US, Battery C; 5th US, Battery C.

McGilvery's First Volunteer Brigade Ma Lt., 5th Battery (E)+10th NY Battery; Ma Lt., 9th Battery; NY Lt, 15th Battery; Pa Lt., Batteries C and F.

Taft's Second Volunteer Brigade Ct Lt., 2nd Battery; NY Lt., 5th Battery.

Huntington's Third Volunteer Brigade N.H. Lt., 1st Battery; 1st Ohio Lt., Battery H; 1st Pa Lt., Batteries F and G; W.Va Lt., Battery C.

Fitzhugh's Fourth Volunteer Brigade Me Lt., 6th Battery (F); Md Lt., Battery A; NY Lt., 1st Battery; NY Lt., Battery G; 1st NY Lt., Battery K+11th NY Battery.

31.0 DESIGNER'S NOTES

Having made the initial decision to design a large, more introspective version of Gettysburg, the initial problems of size and scale were solved with relative ease. The original map was supposed to be 90 yards to the hex, but after a great deal of trial and error in drafting a test version the present scale of 125 yards per hex was adopted. The differences between the two are minimal in their effect on the battle and the latter scale was easier to work with.

As for the terrain itself, several sources were used. Most of the terrain features came from the Bachelder (1876) map and the Civil War Times Illustrated "Gettysburg Special Edition," as well as photos taken of the battlefield by Matthew Brady, Timothy O'Sullivan, and The Tyson Brothers. In addition, our resident terrain expert, Terry Hardy, made a visit to the battlefield—a trip heartily recommended to anyone with even the slightest interest in the period—and his observations proved invaluable as regards the unusual ridge and hill configurations and the Lines of Sight.

The terrain features that produced the biggest headaches were the Unfinished Railroad Bed and the town of Gettysburg itself. For the former, we had to develop a unique set of rules that would recreate this unusual feature while not infringing on the basic LOS rules. There is an excellent visualization of the bed in the American Heritage's Civil War volume—showing Chambersburg Pike and the RR cut during the first day's fighting.

The problems of the town were even more severe. Gettysburg proved to be more of a hindrance than a help to troops. Union regiments retreating through the town on the first day got lost for hours in the back streets and alleys, and a battle within the town most likely would have been a triumph of mass confusion. The rules for the town reflect this confusion and make it difficult for a Player to use it either offensively or defensively.

The following discussion refers to particular sections of the rules. Players might find that these comments, aside from providing insight into the design process, will help settle arguments about the meanings of certain rules.

[4.0] One of the initial design decisions made was that the game would favor the defense—in general. In light of this decision an intermixed play sequence—one where both Players perform functions within a given Player-Turn—was adopted. The placing of Defensive Fire before either Offensive Fire or Melee enables the defensive Player to stop an assault as or before it occurs, rather than waiting a Turn. In addition, it was decided to give Artillery its own Fire Phase in order to be able to recreate the tremendous artillery duels that marked the fighting at Gettysburg.

[5.0] The Movement Allowances for the units were determined by simple arithmetical computations based on rates of march, conditions of terrain, etc. However, these rates were then further adjusted for various reasons; e.g., in the original version of the game, Infantry units could either fire or move. Given the number of units in play and the general level of complexity, this was found to be quite unwieldy; Players simply could not keep track of who had done what. So the Infantry MA was lowered from 7 to 5 while the multiple for movement on Pikes and Roads was raised to allow for the adjustment to fire-and-move.

The rate of movement for Artillery on Roads is not increased because of the generally poor conditions of the roads after the rains.

[6.0] The Formation Rules represent an amalgamation of the several different kinds of formations that were prevalent during the Civil War. Using all the available formations would have been impossible; in terms of playability it simply was not feasible. In any case, while the rule may be somewhat abstract—for a designer to maintain his sanity he must resign himself to a number of such abstractions—the practical effect is not. Changing a division in column into a battle-ready fighting line is a definite problem in coordination and player-command ability, as you will soon see. Thus, the problems of formation are covered more by the game scale and movement rules than by the formation rules alone, a simple example of merging several rules to produce the desired effect.

[8.2] Stacking Restrictions were, in general, formulated on unit frontage statistics and other such information. In addition, it was the designer's intention to avoid overlarge stacks on the game map. I'm sure that there will be scholars who will challenge the generality of these particular rules; but within the strictures of the simulation and playability they do accurately reflect the tactics of the period.

[8.5] This extension of Case 8.2 simply reflects the realities of Civil War tactics and firepower.

[8.7] Reserve Status enables Players to "store" units on the game map, keeping them handy for reinforcing tight situations. The rules do reflect the status and combat readiness of units kept in such a situation.

[10.1] The entire design intent was based on the hypothesis that casualties would be taken accurately and historically. This meant step reduction for each unit. With some units containing as many as 800 men, it was decided to adopt a system first encountered by the designer in Desert Fox—that of having a separate counter representing the Combat Strength of the unit. This, together with the discovery that the four different combat values we were working with all drew from the same basic number—unit manpower—led to the present rule.

[10.2] The Weapons Range Effects Chart is the heart of the Fire Combat system. Ranges were determined through various sources and then adjusted for relativity to other weapons; e.g., the seemingly large factor for Napoleonic muskets at 100 yards range arises from the fact that Union soldiers carrying them had a tendency to load them with "shot" for close-up firing. They were brutal at close range.

Information as to the types of small-arms weapons carried by the various regiments was sketchy at best. One interesting factor that was unearthed was that few of the Confederate cavalry troopers were armed with more than pistols, while the standard Union issue was the Sharps carbine. If you, as the Player, have information that so-and-so unit was armed with a certain type of weapon, feel free to change the given unit.

An even more difficult job was typing Confederate artillery; they had a nasty habit of intermixing their batteries. Thus, the gun-types for Confederate batteries represent, where possible, the prevalent gun.

As for artillery in general, grapeshot, regular shot, balls, etc., are all factored into the Range Effects Chart. The reason for this is that testers invariably used grape at close range and shell at a distance. The two were thus placed on the same Table and the effect built into the Range factor.

[10.33] The decision to separate small-arms and artillery fire was reached when we decided that to add the two together would give an abnormally large effect to artillery against infantry at 400-500 yards.

[10.34] I could never understand why units in a game could not split their fire. This rule reflects that concern. It also reflects the realities of regimental frontage and firepower. This rule proved to be quite popular with the playtesters.

[10.7] Line of Sight Rules are the bete noir of any designer; no matter how well they are written, there is always someone who can't make head nor tail of them. Something to do with Structural Visualization. TSS has adopted a three-tiered LOS system, and since all LOS rules are an abstraction, Players, in a pinch, will simply have to use their common sense. Surprisingly, LOS problems were relatively few during playtesting. Let's hope they stay that way.

[10.81] The reasoning behind the increased value of cavalry units for Victory Points is centered on their cost to train and replace, resulting in a reluctance by commanders to commit them to a massive engagement. Historically, Buford's two brigades lost only 127 men that first day—and even then they were withdrawn!

[10.9] The Fire CRT is a result of trial and error, research and playtesting—with an emphasis on the latter. The main wish was to produce "accurate" casualties. The usual resort was had to "Numbers and Losses," etc., but it was only after several weeks of counting bodies that a workable CRT was added. The Pinned result was added late in playtesting to compensate for adjustments made to losses from Artillery Fire, etc.

[11.0] Withdrawal and Retreat Fire were also fairly late additions, resulting from playtesting. It was found that the elimination of the standard form of Zone of Control allowed units too much movement leeway. There was a definite desire to stay away from the Fire system used in Torgau, so a compromise was reached in the above two rules.

[12.0] The Supply Rules (both basic and optional) were given a great deal of thought and attention. The numerical quotas used, especially in the optional rules, were arrived at through a series of calculations based on information culled from various sources, including personal statements by both artillery commanders, Hunt and Pendleton, as to the state of ammunition supply. As stated in the rules, even the optional rule is somewhat abstract—and it may seem strange that the same "round" of ammunition can supply a battery of six guns as well as it can a battery of two guns. But this was all worked out arithmetically; and if it seems a bit hazy to us now I know it was right when we first did it.

Loss of ammunition by small-arms units was a terrible reality during the battle. The rule in the game is not literally accurate in a truly realistic sense, but it does simulate the situation without resorting to an incredibly complex system of charts and tables, which was tried and, believe me, did not work any better.

[13.0] It was decided quite early to place Melee Combat within the hex. This solved a great number of terrain problems and created a much more realistic readout from the Melee CRT. It enabled us to rationalize "captured" results without any qualms and it simulated assaults in a much more visual fashion. The reason for using a combat differential rather than the usual odds/ratio was that in using the latter we found that almost every Melee was 1 to 1. Combat differential proved to be more valid in terms of the relative size of the units involved.

[14.0] The Rout Rules may seem somewhat simplistic in the use of unit size to determine susceptibility to rout; they are, in reality, not. Since routing was almost invariably a result of a percentage of losses, as opposed to an absolute number, the size of the unit would have a definite bearing on Rout.

[17.0] The Leader Rules were formulated with a specific design intent to keep as much play in the hands of the gamers as possible. The true effect of Leaders is to keep the basic brigade formations in formation. The rather complex system of Officers and Commanders grew out of that idea. The ratings for the individual Leaders are, admittedly, somewhat subjective—but, then again, so is all interpretation of history. Players might note that the "stars and bird colonel" rankings used for all Leaders was not actually used by the South; Confederate general officers used braiding to distinguish themselves from colonels, etc.

[18.2] The somewhat severe restrictions on the ability of cavalry to make a mounted charge reflect the great decline in the effect of cavalry in such a massive battle. The effect of ranged fire on cavalry was deadly, especially considering the drill a cavalry brigade had to go through before it could mount a charge.

[18.8] Our resistance to putting in this bit of esoteria was low. I'm not sure it was ever used in the entire four months of playtesting. But it sure sounds great.

[26.0] The BCE Rule was almost a must after the amount of playtesting we observed. Most players had no regard for the number of men they were killing; the objective was all-important. This, of course, did not accurately reflect the usage and capabilities of the various brigades during the battle. Thus, the BCE Rule was promulgated after considerable research into the various brigades, etc. Granted, it takes a deal of bookkeeping, but it is quite realistic and will give the Players a much greater feel for tactics of the era than using the rather simplistic demoralization rules.

Bibliography

A great number of books and sources were used; the following were the volumes that were used most extensively.

The Gettysburg Campaign, by Edwin B. Coddington (Scribner's:1968). This was the chief source, and it is a sine qua non for enthusiasts.

Battles and Leaders of the Civil War, Vol. III—Retreat From Gettysburg (T. Yoseloff:1956).

Pickett's Charge, by George R. Stewart (Houghton, Mifflin:1959).

Artillery and Ammunition of the Civil War, by Warren Ripley (Van Nostrand Reinhold:1970).

The Killer Angels, by Michael Shaara (David McKay Co.:1974). This prize-winning novel is not only an excellent source of atmosphere, it is also an exceptionally readable book.

Counter Sheet Errata

Because of a typesetting error the following units on the Confederate Counter Sheet have been mislabled:

  1. The Powhatan Artillery Battery should read Dance/II, not Cartr/II.

  2. The 43rd NC Regiment of Daniel's Brigade belongs to Rodes' Division, not Early's.

Design Credits

Game Design & Development: Richard Berg

Physical Systems and Graphics: Redmond A. Simonsen

Playtesters (Union): Marty Goldberg, Oktay Oztunali, Eric Goldberg

Playtesters (Confederate): Dave Robertson, Mark Burden, Rick Umbaugh

Acknowledgements: Tom Eller, Steve Peek, Joe Seliga

Graphic Production: Manfred F. Milkuhn, Linda Mosca, Larry Catalano, Kevin Zucker.

TERRIBLE SWIFT SWORD ERRATA (as of 22 Feb. '77)

The information listed below is a result of letters and comments from the players of TSS. It consists of a number of changes, clarifications, additions, etc., to the rules of the game, some corrections to the few typographical errors that appeared pertaining to the Order of Battle, as well as additional suggested, but optional, rules that will increase historical enjoyment of the game at some cost to playability. The designer is grateful to the number of people who have responded with their insights and comments, and he certainly welcomes further such letters.

[5.29] (ADDITION) During a friendly melee phase, one infantry unit may melee across the Marsh Creek Bridge (A4629/30). This rule is an exception to 5.27.

[6.11] (ADDITION) If an infantry unit in column is fired upon it automatically goes into line formation. It need not suffer a casualty to do so, but if it does it changes formation after casualties are taken.

[6.23] (ADDITION) If an artillery battery desires to either limber or unlimber (change formation) and that battery is within range and LOS of any of those enemy small-arms units (excluding Guards) those enemy small-arms units may fire at that battery before it changes formation. This fire is considered a form of Withdrawal Fire. If, in the course of such fire, a battery becomes pinned, it may not complete its change of formation; i.e., it may not limber or unlimber. This rule may be used whether the battery is the top unit or the bottom unit in a stack.

[8.7] (CLARIFICATION) Units in Reserve Status may not fire, either offensively or defensively.

[9.0] (CLARIFICATION) Ridges and Crests are separate entities for all purposes, especially movement. Do not confuse the two. (See the Terrain Examples on the Map). The Terrain Effects on Movement Table has specific columns for a) crossing a ridge hexside; b) crossing the crest hexside by moving up the crest; and c) crossing the crest hexside by moving down the crest. Remember, Ridge hexsides have splash contours on both sides of the hexside, while a Crest has splash marks on one side only (the downhill side). A unit sitting in a hex that is adjacent to a downhill Crest Hexside (i.e., "beneath" the crest) is considered to be on ground level for LOS purposes, not Ridge Level!

[10.22] (ADDITION) M=Smoothbore Muskets (Austrian, etc.)

[10.23] (ADDITION) Units gaining a weapon-defensive benefit (C, S, B and P combat units) do not gain this benefit when undergoing Retreat Fire (except when "covering" for Withdrawal Fire as per 11.14).

[10.31] (ADDITION) When a unit is fired on by both artillery and small-arms it takes casualties (if any) from both fires before checking for rout.

[10.82] (ADDITION) Pinned artillery is halved in Fire Strength when it fires (defensively).

[10.84] (ADDITION) Pinned units may not Retreat-Before-Melee.

[10.84] (CLARIFICATION) Pinned units may not fire Withdrawal or Retreat Fire. Pinned units have no Zones of Control. Pinned Artillery units may not use Counter-Battery Fire; they may fire only in a Defensive Fire Phase.

[11.12] (CHANGE) (Second sentence). Units may fire Withdrawal Fire any number of times, subject only to possible ammunition depletion.

[12.0] (CLARIFICATION) Units that are out of ammunition (Ammo Depleted) do have Zones of Control for the purposes of negating supply and leader effectiveness lines.

[13.81] (CLARIFICATION) A "K" result has no effect on Artillery units in any way.

[13.83] (CLARIFICATION) Artillery units, once captured may not be recaptured.

[13.84] (CLARIFICATION) Engaged units have no Zones of Control. Leaders that are "Engaged" (in a Melee) may not Rally other units; their Effectiveness Radius, however, remains unhampered.

[13.87] (ADDITION) If, in a Melee Combat, the result is such that both sides are totally eliminated (either through a K or C, etc.) ignore that result and consider it to be an Engaged.

[14.2] (SUBSTITUTION)

[14.21] All regiments in each infantry or cavalry brigade have a letter rating (see listing below). The regiments within each brigade all have the same rating; thus, if Kershaw's Brigade is a 'C', all regiments in Kershaw's Brigade have a Morale Rating of 'C'. The letter rating, running from 'A' through 'E' is the unit's Morale Rating.

[14.22] Units use their Morale Rating in determining the chances of Rout (see 14.1). Using the Morale/Rout Table, the Player rolls for each unit that has a chance of routing by throwing a die and cross-referencing that die roll with the unit's Morale Rating. Thus, if an R2 with a Morale Rating of 'C' takes a casualty and rolls a 3, it will not Rout.

[14.23] A unit that has suffered more than 50% losses (from its original strength) adds one to the Rout die-roll.

[14.24] Presence of a Leader in the hex still subtracts one from the die-roll.

[14.25] All HQ and Provost Guards are 'D' units. All artillery batteries are 'C' units.

[14.25] The Morale/Rout Table

DieUnit Morale Rating: ABCDE
1•••••
2•••••
3••••R
4•••RR
5•**RRR
6**RRRR

•=No Effect, No Rout. R=Unit Routs. **=Roll again; if a '6' is rolled, unit routs.

Unit Morale Ratings (see 14.21)

CSA: Kershaw(C), Semmes(D), Barksdale(C), Wofford(D), Garnett(C), Armistead(C), Kemper(C); Law(D), Anderson(D), Robertson(B), Benning(C); Hays(C), Hoke(C), Smith(D), Gordon(B); Steuart(D), Nicholls(C), Stonewall(A), Jones(D); Daniel(C), Iverson(D), Doles(C), Ramseur(C), O'Neal(D); Wilcox(D), Mahone(D), Wright(D), Perry(D), Posey (D); Pettigrew(D), Brockenbrough(D), Archer(E), Davis(D); 1/Perrin(B), 2/Lane(D), 3/Thomas(E), 4/Scales(C); FitzLee(B), Hampton(B), WHFLee(C), Jenkins(C), Robertson(C), Jones(C), Imboden(B).

USA: 1/1/I(A), 2/1/I(C), 1/2/I(D), 2/2/I(E), 1/2/I(C), 2/3/I(D), 3/3/I(D), 1/1/II(E), 2/1/II(D), 3/1/II(C), 4/1/II(D), 1/2/II(C), 2/2/II(C), 3/2/II(D), 1/3/II(C), 2/3/II(E), 3/3/II(D); 1/1/III(C), 2/1/III(C), 3/1/III(D), 1/2/III(D), 2/2/III(E), 3/2/III(C); 1/1/V(D), 2/1/V(E), 3/1/V(C), 1/2/V(D), 2/2/V(D), 3/2/V(B), 1/3/V(C), 3/3/V(D); 2/1/VI(C), 3/1/VI(C), 2/2/VI(D), 3/2/VI(C), 1/3/VI(D), 2/3/VI(D), 3/3/VI(D); 1/1/XI(D), 2/1/XI (E, 1/2/XI(D), 2/2/XI(D), 1/3/XI(E), 2/3/XI(D); 1/1/XII(D), 2/1/XII(C), 3/1/XII(D), 1/2/XII(D), 2/2/XII(C), 3/2/XII(C); 1/1/Cav(C), 2/1/Cav(C), R/1/Cav(B), 1/2/Cav(C), 3/2/Cav(C), 1/3/Cav(C), 2/3/Cav(C).

[14.3] (CLARIFICATION) A unit that is routed and suffers additional casualties while in a state of rout does not suffer rout again; it simply suffers casualties.

[14.3] (CLARIFICATION) Routed units may not Retreat Before Melee (13.7); they have no Zone of Control and may not engage in Withdrawal or Retreat Fire. Although Routed units may move one hex per turn, they still need to be within the radius of a Leader, etc., in order to move as per 17.13.

[14.5] (CLARIFICATION) If the top unit in a stack is eliminated by fire, the bottom unit does not have to check for rout.

[17.13] (CLARIFICATION) Units outside a Leader's Effectiveness Radius may still fire Withdrawal and/or Retreat Fire; these units do have Zones of Control.

[17.4] (ADDITION) If, as a result of fire or Melee casualties, a Leader is alone in a hex that is surrounded by enemy units or enemy Zones of Control, and all these enemy units and ZOC's are within five hexes of the Leader, that Leader is considered Captured.

[17.15C] (ADDITION) If units that enter under this section are, for any reason, unable to move for failure to link up with their parent unit for any period longer than two Game-Turns, on the third turn or thereafter the Player may use a Colonel Counter to move the unit. The Colonel leads the unit; it enables it to move in any way or fire in any way. It may rally the unit, but does not add any benefit for melee or rally. As soon as the unit links up with its parent formation, the Colonel is removed.

[17.57] (ADDITION) New Leaders (i.e., leaders replacing leaders that have taken casualties, etc.) are placed on the game-map in the Final Command Phase of the turn the original leader left the game.

[21.4] [CHANGE] The second sentence—"As such, units ... in any way."—is removed. In its place substitute the following rule: A unit in a Staging Area may fire at a unit on the Game-map. A unit on the Game-Map fired on by a unit in a Staging Area may fire back at the unit that fired—but only at a unit that fired. This is the only instance in which a unit in a Staging Area may fire or be fired upon.

[21.56] (ADDITION) If the Confederates exit combat units amounting to at least 500 men (5 SP's) through Staging Area #6 the Union Player may not use that SA to bring in any more reinforcements (21.53). This pertains only to Area #6.

[21.6] (CHANGE) The last phrase—"...or are attacked by Confederate units."—is removed. In its place substitute the following rule: ... or satisfy either of the following requisites (¶ come within 10 hexes of a Confederate unit to which they have a Line of Sight; or ¶ come within 5 hexes of a Confederate unit, with or without a LOS. In addition, one hour before this division is to arrive (i.e. at 1000 hrs.) the Union Player may decide not to bring these units in through this Staging Area. He may then bring them in through Area nr. 8 at 1400 hrs. He does not have to inform the Confederate Player of his decision.

[28.22] (CORRECTION) In Line 8, Confederate Deployment, remove the phrase "excluding Gordon's Brigade" and place it in line 3 after Early's Division (II). Gordon's Brigade is in Early's Division, but it's correct deployment is given in Line 12, as written.

[28.22] (CLARIFICATION) The CSA Player should note that the 11th Miss (4/Heth/III) and the batteries of Alexander's, Eshleman's and Poague's Artillery Battalions have not yet arrived and should not be deployed.

[28.25] (CORRECTION) Column 3, line 4—"2/1/I" should read "2/2/I".

[28.32] (CORRECTION) The following changes should be made to the initial Union deployment:

  1. G, 1NY and 6F, MeLt batteries should be in 0122, not 0124.

  2. Switch the 63 Penn Reg. with the 57 Penn Reg.

  3. Switch the 141 Penn Reg. with the 114 Penn Reg.

[28.37] (ADDITION) The union units that are initially deployed in Reserve Status may stack over and above the normal Reserve STacking restrictions until released by (2) above.

[28.42] (ADDITION) In the Initial Confederate Deployment, Hood's Division sets up with McLaw's Division, but slightly to the south of it. (No unit should be south of the 2000 hexrow).

[29.1] (ADDITION) General Lee and the ANV HQ arrive July 1, 1400 hrs., Area 1.

[29.2] (DELETE) From the Union July 1, 1940 Hours Reinforcements, "...remainder of the III Corps Artillery."

[30.1] (ADDITION) At the end of Cavalry:

Imboden's Independent Command

62nd Va. Mounted Infantry; Virginia Partisan Rangers; 18th Va.; McClanahan's Horse Artillery.

[30.1] (CORRECTIONS)

  1. The 5th Ala. Sharpshooters are part of the 5th Ala. Regiment listed under O'Neill/Rodes/II.

  2. In W.H.F. Lee's Cavalry Brigade, the 9th NC regiment should read 9th Va.

[30.2] (CORRECTIONS)

  1. The 1st and 3rd Penn. Regiments (Cavalry) should be listed under the First Brigade of the Second Division, Union Cavalry.

  2. Under 2/3/I, the 140th Pa. should read the 149th Pa.

  3. Under 2/1/V, the 4th Ma should read the 4th Mich.

  4. Under 2/2/XI, the 3d Ma should read the 33d Ma.

  5. Under 2/3/XI, the 76th Wisc should read the 26th Wisc.

  6. Under Fitzhugh's 4th Vol. Reserve Artillery, the NY Lt, 1st Battery should read the NJ Lt. 1st Battery.

Game-Map (OMISSION) Warfield Ridge is the ridge that runs south from B5409 to C2333.

Counter Sheet (CORRECTIONS)

  1. There is an extra Confederate Unit in the counter-mix: the 35th Va. Battalion Cavalry. It is not used in the game.

  2. The Union 9th Mass Infantry Regiment should read, for its parent organization, 2/1/V.

  3. The Union 108th NY Regiment should read 2/3/II, not 1/3/II. It is listed correctly in the OB.

Counters (CHANGE) The following units on the Confederate Counter Sheet have been mislabeled:

  1. The Powhatan Artillery Battery should read Dance/II, not Cartr/II.

  2. The 43rd NC Regiment of Daniel's Brigade belongs to Rodes' Division, not Early's.

Brigade Combat Effectiveness Sheet (CORRECTIONS)

There are several minor errors in the total strengths (not the BCE level) of a few of the units listed on the sheet. The true strengths of the units are listed below, with the mistaken strengths listed in parentheses:

Wofford's Brigade (McLaws/1): 23 (24)

Daniel's Brigade (Rodes/II): 21 (18)

Hampton's Brigade (Stuart/Cav): 22 (23)

Suggested Optional Rules

These rules stated below may be used at the option of the players for added realism.

[18.5] HORSE HOLDERS

Whenever Cavalry units dismount someone has to hold the horses! Therefore, when computing the fire strengths of dismounted cavalry units, for every unit that has a present strength of '3' or more deduct one strength point from its fire strength (not melee) before computing any other changes. This deduction pertains only to firepower and not to anything else (e.g., casualties, Rout check, etc.). Players should note that this rule will have its greatest effect on the opening hours of play and can be used to offset a particularly able Union commander, if that effect is so desired.

[20.6] STRAGGLERS

A small percentage of casualties taken are considered Missing In Action: these MIA's often simply wandered off during the battle and were rounded up later to reform units, etc. Therefore, in the full 3-day Battle game, in the 0300 Game-Turn, each Player may round up the stragglers. For every 2000 men lost (rounded down) in the previous day's fighting the player may return one strength point to active duty. The SP must be an R-weapon point. He may use these SP's to either build existing units up to strength or to resurrect departed units. No more than one strength point may be applied to any given unit. Resurrected units are placed with their parent command in the Initial Command Phase.

Suggested Battle Fatigue Rule

Units in a brigade may move, melee, or fire offensively only 24 turns in a given day (0400 to 0300 hrs). Each time any one unit in a given brigade fires offensively or moves (excluding changing formation or facing) it has used up one of its 24 turns. When a unit exceeds the 24 turn limit there is a chance that the entire brigade will become "Battle Fatigued." At the beginning of each turn after this point is reached, the Player rolls a die: a 1, 2, or 3 and the unit is fatigued—4, 5, or 6 has no effect.

A fatigued brigade may not fire offensively nor may it melee offensively. In addition, its Movement Allowance is halved (rounding upwards). This rule applies only to infantry units. Players may use the Combat Effectiveness Record Sheet to keep track. Players should also note that this rule is completely optional and requires a great deal of record-keeping.

Suggested Rules for Communicating in Multi-Commander Games

Several scenarios, especially the Grand Battle Game, lend themselves—to say the least—to multi-commander play.

The following rules are suggestions for communications (i.e. talk) between the players:

  1. Players may only communicate if the leader they represent is within two hexes of the leader with whom they wish to communicate.

  2. If Players' leaders are more than two hexes away they may communicate by note: the note may be no more than one sentence long. [use common sense here]. Notes may be addressed to specific leaders; they arrive at the leader a given number of Game-Turns after they are written. For each 10 mounted cavalry Movement Points that the sending leader is distant from the receiving leader, one Game-Turn is consumed before the message may arrive. Off-map leaders consume two Game-Turns in addition to the distance traced to the edge of the Game-Map, e.g., Buford wishes to send a message to Meade, who is off the map (Area 8). Buford is 24 cavalry MP's from the edge of the game-map and it is 1300 hrs. It is thus 3 Game-Turns to the edge of the map and two additional to reach Meade off-map. Thus, Meade will get his message at 1440 hrs.

  3. An On-board commander may not be more than 10 cavalry Movement Points from at least one of his officers. If a commander is more than 10 cavalry MP's from at least one of his officers, the unit of that commander may neither move, melee nor fire offensively that turn. Lee and Meade are not affected by this rule.

COMBAT EFFECTIVENESS RECORD SHEET

Explanation of the Combat Effectiveness Record: Each time a unit takes a loss, a number of boxes adjacent to the unit name equal to the number of Strength Points lost must be checked off. When all boxes are checked off, the unit has lost combat effectiveness. The numbers in parentheses show the number of boxes, and the total strength of the unit, respectively (boxes/total strength).

Confederate Combat Effectiveness Record

I CORPS — McLaw's Division: Kershaw (7/14); Semmes (7/17); Barksdale (8/15); Wofford (10/24). Pickett's Division: Garnett (7/14); Armistead (8/16); Kemper (8/16). Hood's Division: Law (8/18); Anderson (7/18); Robertson (11/13); Benning (7/15).

II CORPS — Early's Division: Hays (12/22); Hoke (8/15); Smith (3/7); Gordon (6/12). Johnson's Division: Steuart (9/20); Nicholls (6/12); Stonewall (10/11); Jones (6/14). Rodes' Division: Daniel (10/18); Iverson (6/14); Doles (8/14); Ramseur (6/11); O'Neal (7/18).

III CORPS — Anderson's Division: Wilcox (8/18); Mahone (9/20); Wright (8/18); Perry (3/7); Posey (9/20). Heth's Division: Pettigrew (12/26); Brockenbrough (3/8); Archer (4/10); Davis (10/23). Pender's Division: 1/Perrin (11/14); 2/Lane (6/13); 3/Thomas (4/10); 4/Scales (7/14).

Cavalry Corps: FitzLee (18/25); Hampton (16/23); WHF Lee (8/14); Jenkins (12/21); Robertson (3/5); Jones (7/10); Imboden (17/20).

Union Combat Effectiveness Record

I CORPS: 1/1/I (16/18); 2/1/I (11/21); 1/2/I (5/10); 2/2/I (4/11); 1/3/I (8/15); 2/3/I (5/12); 3/3/I (7/21).

II CORPS: 1/1/II (3/8); 2/1/II (5/6); 3/1/II (7/15); 4/1/II (6/15); 1/2/II (6/12); 2/2/II (5/11); 3/2/II (5/12); 1/3/II (6/10); 2/3/II (5/15); 3/3/II (7/17).

III CORPS: 1/1/III (8/18); 2/1/III (10/18); 3/1/III (7/17); 1/2/III (8/18); 2/2/III (7/18); 3/2/III (8/15).

V CORPS: 1/1/V (3/7); 2/1/V (4/10); 3/1/V (8/13); 1/2/V (8/18); 2/2/V (5/11); 3/2/V (12/18); 1/3/V (10/18); 3/3/V (9/22).

VI CORPS: 1/1/VI (8/16); 2/1/VI (8/16); 3/1/VI (8/15); 2/2/VI (9/19); 3/2/VI (10/19); 1/3/VI (9/20); 2/3/VI (8/17); 3/3/VI (8/18).

XI CORPS: 1/1/XI (6/15); 2/1/XI (5/14); 1/2/XI (6/13); 2/2/XI (8/19); 1/3/XI (7/18); 2/3/XI (7/16).

XII CORPS: 1/1/XII (8/18); 2/1/XII (8/16); 3/1/XII (5/12); 1/2/XII (8/18); 2/2/XII (4/7); 3/2/XII (7/14).

Cavalry Corps: 1/1/Cav (9/16); 2/1/Cav (7/13); R/1/Cav (9/14); 1/2/Cav (7/13); 3/2/Cav (8/14); 1/3/Cav (8/16); 2/3/Cav (12/20).

IMPORTANT: retain one copy of the Combat Effectiveness Record without marks on it, as you will need it to make duplicate photo-copies (additional copies are not available from SPI).