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Rev.4.

3, 19 June 1999
They Met At
Gettysburg
Second Edition Rules
Rev.4.3, 19 June 1999
June 28, 1999 i
1.0 INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
1.1 Mapboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
1.2 The Playing Pieces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
1.2.1 General..............................................................................1
1.2.2 Combat Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
1.2.3 Leaders..............................................................................2
1.2.4 Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
1.3 Army Organization and Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
1.3.1 Subordination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
1.3.2 Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
1.3.3 In Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2.0 HOW TO WIN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2.1 General Principle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
2.2 Victory Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
2.3 Victory Point Awards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
3.0 HOW TO PLAY...............................................................................3
3.1 Preparing to Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
3.2 Sequence Of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
3.3 What You May Do During an Impulse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
3.4 Advancing the Impulse, Hour and Day Markers and Placing
Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
4.0 SPECIAL AREAS AND OFF-MAP ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
4.1 Effects of Special Areas..................................................................5
4.2 Fishhook Spaces..........................................................................5
4.3 Control of Special and Fishhook Spaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
4.4 Off-Map Zones............................................................................5
5.0 ACTIVATING LEADERS...................................................................5
5.1 General Rule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
5.2 Initially Active Leaders...................................................................5
5.3 Activating Confederate Leaders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
5.4 Confederate Activation Without Lee....................................................6
5.5 Activating Union Leaders................................................................6
5.6 Deactivating Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
6.0 ACTIVATING UNITS.......................................................................6
6.1 General Rule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
6.2 Leader Movement and Unit Activation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
6.3 Confederate Activation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
6.4 Union Activation..........................................................................6
6.4.1 Union Cavalry Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
6.4.2 General Warren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
6.4.3 General Hancock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
6.5 Designating Which Units Will Activate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
6.6 Procedures for Activation................................................................7
7.0 REINFORCEMENTS AND RESERVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
7.1 Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
7.2 Alternative Entry Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
7.3 Delayed Entry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
7.4 Reserves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
7.5 Moving Reserves and Reinforcements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
7.6 Removal of Reinforcement and Reserve Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Rev.4.3, 19 June 1999
June 28, 1999 ii
8.0 BOMBARDMENT............................................................................9
8.1 Offensive Bombardment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
8.2 Defensive Bombardment.................................................................9
8.3 Procedure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
9.0 MOVEMENT AND STACKING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
9.1 Basic Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
9.2 Stacking (More Than One Unit In A Space)...........................................9
9.3 Leader Movement.........................................................................9
9.4 Mounted Withdrawal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
9.5 Movement and Off-Map Zones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
9.6 Movement Restrictions...................................................................10
9.6.1 Artillery and Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
9.6.2 Cavalry..............................................................................10
9.6.3 Leaving an Enemy-Occupied Area...............................................10
9.6.4 Spent Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
10.0 ASSAULT....................................................................................10
10.1 Assault Before Movement..............................................................10
10.2 Assault During Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
10.3 Procedure for Resolving Assault. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
10.4 Flank Assault . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
10.5 Assault in Off-Map Zones..............................................................11
10.6 Overrun...................................................................................11
11.0 COMBAT RESULTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
11.1 General Concept.........................................................................11
11.2 Allocating Casualty Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
11.3 Retreats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
11.4 Retreat Priorities.........................................................................12
11.5 Retreat into Contested Areas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
11.6 Retreating Into Zones from Areas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
11.7 Casualty Points and Zones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
11.8 Leader Casualties........................................................................13
11.8.1 Effects of Leader Casualties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
11.8.2 Replacement Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
12.0 ENTRENCHMENT.........................................................................13
12.1 Construction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
12.2 Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
12.3 Removal of Entrenchments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
12.4 Countermix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
13.0 RALLY AND REORGANIZATION......................................................14
13.1 Rallying Spent Units....................................................................14
13.2 Reorganizing Previously Eliminated Units...........................................14
14.0 THE ADVANTAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
14.1 General Rule. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
14.2 Using the Advantage....................................................................14
14.3 Losing the Advantage...................................................................15
15.0 OPTIONAL RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
15.1 Rally and Reorganization and Robert E. Lee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
15.2 Union Sharpshooters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
15.3 Activating Units Without Leaders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
15.4 Exchanging Entrenchments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Rev.4.3, 19 June 1999
June 28, 1999 iii
15.5 Artillery Rally and Supply Limits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
15.6 Lee Feels Frisky.........................................................................16
16.0 VARIANTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
16.1 Additional Pennsylvania Reserves (Union). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
16.2 French's Division (Union). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
16.3 Huey's Cavalry Brigade (Union) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
16.4 Pickett Reinforced (Confederate)......................................................16
16.5 Ransom's Division (Confederate).....................................................16
16.6 Lee's Own Cavalry (Confederate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
16.7 Longstreets Capability (Confederate). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
CHARTS AND TABLES.........................................................................18
Rev.4.3, 19 June 1999
June 28, 1999 1
THEY MET AT GETTYSBURG
SECOND EDITION RULES
1998, 1999 Peter P. Perla III
1.0 INTRODUCTION
Gettysburg. The turning point of the Civil War, the bloodiest battle of America's most
costly conflict. For the first three days of July 1863, the Confederate Army of Northern
Virginia pummeled the Union Army of the Potomac at a crossroads in south central
Pennsylvania. Though at the height of its strength and commanded by the legendary Robert
E. Lee, the Confederate host spent its strength against a Federal army accustomed to defeat,
and led by a new commander, untested at army command.
They Met at Gettysburg is a game in which players can take on the mantle of command,
playing the roles of Robert E. Lee or his Union opponent, George G. Meade. You can
relive history, or change it outright, in a few hours of friendly competition.
They Met at Gettysburg is designed to be played by two players. One side commands the
Union forces, and the other controls the Confederates. We provide several scenarios, or
portions of the battle, for you to recreate. You can refight the entire three days, or choose a
smaller subset of the battle for example, the first day alone depending on your
interest and the time available. Each scenario describes the units available, their starting
locations, and what you must do to win the game.
1.1 Mapboard
The mapboard portrays the area over which the battle of Gettysburg was fought from 1
through 4 July, 1863. The map scale is approximately 1"=800 ft. The mapboard is divided
into a collection of numbered Areas with red or blue (creek) border lines separating them.
Areas come in various shapes and sizes, Each Area contains a black-bordered box divided
into two halves. The number in the top half identifies that Area. The number in the lower
half (ranging from +1 to +6) is that Area's Terrain Effects Modifier (TEM). Some Areas
have two numbers separated by a slash. The number to the left of the slash is the normal
TEM; the number to the right applies when the Area is Assaulted by enemy forces that
cross a creek Area boundary (the heavy blue line). Areas that meet only at a point are not
considered adjacent for any game purpose. (For example, Area 19 is not adjacent to Area
38 and Area 20 is not adjacent to Area 37.) In addition, there is a border of Named off-map
Zones around the edge of the board, which are treated somewhat differently than the Areas.
The term "space" referes to both Areas and Zones.
1.2 The Playing Pieces
1.2.1 General
The game contains two differently colored sets of die-cut playing pieces representing
commanders and mlitary units. Confederate units are gray and Union units are blue. Each
division has a unique identifying symbol which appears on all units of that division.
Combat units represent infantry or cavalry brigades or artillery battalions. Some brigades
and battalions are represented by two units, designated "a" and b." Leaders represent the
army, corps, and cavalry division commanders. There are also markers to track various
game functions and conditions.
Rev.4.3, 19 June 1999
June 28, 1999 2
1.2.2 Combat Units
Each combat unit has a front (Fresh) and back (Spent) side. The front of a unit shows its
Fresh combat strength and movement allowance. The back of a unit shows only a reduced
Spent combat value.
1.2.3 Leaders
Leader counters also have a front (Active) and back (Inactive) side. You use Active Leaders
to activate the units belonging to his command so that they may move and engage in
combat. Leaders also may affect combat (and may be wounded or killed thereby), and they
are required to rally Spent units and to reorganize units destroyed in battle.
1.2.4 Markers
There are a number of markers used in play:
A Day Marker and an Hour Marker to keep track of the current date and time.
An Impulse Marker to keep track of the current impulse.
An Advantage Marker gives special abilities to the side that currently holds it.
Control Markers to indicate that one side or the other has captured an objective (a star or
fishhook Area).
Victory Point Markers to keep track of points scored.
Entrenchment Markers to mark improved positions.
Reinforcement/Reserve Markers to mark newly arriving Reinforcements or units placed in
Reserve.
1.3 Army Organization and Command
1.3.1 Subordination
Most combat units are part of divisions as indicated on the counter; this is important for
combat purposes. Divisions are subordinated to corps, also as indicated on the coutners;
this is important for activation purposes.
1.3.2 Artillery
Confederate artillery marked by a division indicator is part of that division; all Confederate
horse artillery is part of Stuarts Cavalry Division. Confederate Corps Reserve artillery
battalions are not part of any division.
Most Union foot artillery units are part of a corps, noted on the counter. All Union horse
artillery is part of the Cavalry Corps. These units may be considered part of any division of
their parent corps. The Artillery Reserve of the Army of the Potomac is a separate corps,
commanded by Tyler, and is not broken down into divisions. Reserve Artillery may be
considered part of any Union Division.
1.3.3 In Command
Combat units are considered In Command if they are in a Zone containing an Active
Friendly Leader who is eligible to Activate them, or in an Area which contains, or is
adjacent to an Area containing, such a Leader. See 6.0 Activating Units for a definition of
which Leaders are eligible to Command units.
2.0 HOW TO WIN
2.1 General Principle
To win, you must destroy the opposing army, drive it from the field, or place it in an
untenable situation. In game terms, you must gain Victory Points (VPs) for eliminating
enemy units, and you must seize control of certain Areas on the mapboard. The winner is
determined by VPs and geographic objectives controlled at the end of the game, and by
special conditions depending on the scenario you are playing.
Rev.4.3, 19 June 1999
June 28, 1999 3
2.2 Victory Points
You receive VPs for destroying enemy units and for kilkled and wounded enemy leaders
according to the schedule below. Victory points are awarded immediately, and are not
reduced for any reason. As soon as you remove one of your units from play and place it in
the Currently Eliminated Box, your opponent gets the points for it, and does not lose those
points even if the unit is later Reorganized. Furthermore, if a unit is reorganized and then
destroyed again, the other side receives victory points for destroying it once again.
2.3 Victory Point Awards
The printed Fresh combat value of each enemy combat unit eliminated.
Each killed enemy leader: 10 points for Robert E. Lee; 5 for other named leaders (NOT
replacements).
Each Seriously Wounded enemy leader: 5 points for Robert E. Lee; 3 for other named
leaders (NOT replacements).
3.0 HOW TO PLAY
3.1 Preparing to Play
Place the Hour, Day, and Impulse markers on the appropriate spaces of the Turn Record
Track as dictated by the scenario set-up instructions. Consult the Scenario Set-up
Instructions and place the At Start units as indicated. Place any reinforcements scheduled
to arrive during the first turn on their entry Zones.
3.2 Sequence Of Play
The game is played in a series of Impulses, during which a Player may activate some or all
of his units in a single space. Players alternate impulses. A side may not perform two or
more Impulses in a row, unless the opponent chooses to pass in his Impulse, or unless the
active player uses the Advantage. At the end of each Confederate impulse, the CSA Player
rolls two dice to determine whether to advance the Impulse Marker to the next higher space,
or to reset it to the zero space and advance the Hour Marker.
3.3 What You May Do During an Impulse
During your impulse, you may do ONE of the following things:
1. Pass (do nothing). If both sides pass in succession, the Impulse, and Hour markers (and
if necessary the Day Marker) are reset as described in the following section. Note that a
Player may choose to Pass in one Impulse without giving up the right to act in a later
Impulse.
2. Activate one eligible, inactive leader.
3. Move an Active leader up to the limits of his movement allowance. (See 9.3 Leader
Movement.)
4. Move any or all units or stacks of units currently marked with a Reinforcement Marker
from Area to adjacent Area, up to double their normal movement allowance (two MPs for
infantry and artillery and four MPs for cavalry and horse artillery). Such units may not
move into an Area containing or adjacent to enemy units. They may enter a Zone containing
enemy units.
5. Remove the Reinforcement marker of a single unit or stack.
6. Activate any or all Fresh artillery units from a single Corps to Bombard any eligible
target Area or Areas in as many individual attacks as you choose. All eligible units may fire
regardless of location or command status. The USA Artillery reserve may be considered as
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a single corps for purposes of this rule. Alternatively, any USA Artillery Reserve units may
bombard as part of any other Corps's bombardment as long as they are in or adjacent to an
Area containing at least one Fresh Artillery unit of the designated corps.
For the following actions, the units to be activated must all be in the same
space, and must all be In Command of the same Active Leader. Not all
eligible units in the space must activate during the same impulse, but all
units that do activate must carry out the same action.
7. Move any or all eligible units up to the limit of its Movement Allowance and following
all movement restrictions. (See 9.0 Movement and Stacking.) Moving units that enter an
enemy-occupied Area MUST assault those enemy units (thus, only Fresh units may enter
an enemy-occupied Area). Moving units that enter an enemy-occupied Zone may NOT
assault such enemy units during that impulse.
8. Activate Fresh units in a Space to conduct an Assault against enemy units already in their
Space (i.e., without moving). (This is the only way units in a Zone may conduct an attack.)
9. Designate as a Reserve any Fresh unit or stack of Fresh units in a single Area or Zone
which is not within two spaces of any space which contains enemy units.
10. Remove a Reserve Marker from a unit or stack of units.
11. Attempt to Rally Spent units in a single space.
12. Attempt to Reorganize Previously Eliminated Units in a space which does not contain
any enemy units and which is not adjacent to any space which contains enemy units.
13. Fresh Infantry and Artillery units may entrench if in an Area (not a Zone).
3.4 Advancing the Impulse, Hour and Day Markers and Placing Reinforcements
At the end of a Confederate Player's impulse, that Player rolls 2d6. If the CSA Player
Passed during the most recent impulse and so desires, subtract one from the dice roll (this
decision must be made before the dice are thrown). Also, the CSA Player MUST modify
the result for Confederate control of Special Areas, adding one to the roll for each such
Area controlled. (See 4.1, Effects of Special Areas.) Compares the modified total with the
current Impulse Number.
If the modified dice roll is greater than the current impulse number, the Impulse marker is
advanced to the next space and play continues. The Impulse marker never moves beyond
the "13" space on the track, even if the Hour Marker is not reset while the current impulse
marker is on "13." In effect, the Impulse marker stays on 13 until the CSA PLayer rolls a
modified DR of 13 or less.
If the modified dice roll is equal to the current Impulse Number, then the Impulse Marker is
moved BACK one space to the previous box. (For example, if the Impulse Marker is on
the "7" box and the Impulse Dice Roll is a "7", the Impulse Marker is moved back to the
"6" box.
If the modified dice roll is less than the number under the Impulse marker, then the Impulse
Marker is reset to the 0 space, the Hour Marker is advanced to the next higher space, and,
if necessary, the Day Marker is advanced to show the beginning of a new day. Place any
reinforcements scheduled to arrive during the new Game Turn on their entry Zone. If there
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are enemy units in the Zone, you may not place a Reinforcement Marker on your newly
arriving units in that Zone. Begin play with the first Impulse of the new turn..
4.0 SPECIAL AREAS AND OFF-MAP ZONES
4.1 Effects of Special Areas
The town of Gettysburg (Area 25), Culps Hill (Area 30), Cemetery Hill (Area 31) and
Little Round Top (Area 72) Areas are marked with a star. For each of these Areas that the
Confederate side currently controls, it adds a mandatory +1 DRM to all its Impulse DRs.
4.2 Fishhook Spaces
In some scenarios, victory depends upon control of the Fishhook Areas, critical spaces
of defensible ground that historically made up the Army of the Potomacs main position
during the second and third days of the battle. These are Areas 30, 31, 44, 47, 49, 52, 61,
72, 80, 81, and the Baltimore Pike Zone. These spaces are marked with a small fishhook.
4.3 Control of Special and Fishhook Spaces
Unless specified otherwise, the Union player begins the scenario in control of all Special
and Fishhook Spaces. The Confederate gains control when his units occupy the Area, free
of any Union units. He retains control until the Union player reoccupies it, free of
Confederate units. Whoever controls the Space does not have to keep forces in it to
maintain ownership; being the last one to have units there, even passing through, is
sufficient. You can use the Control markers provided to keep track of current ownership of
those Spaces.
4.4 Off-Map Zones
The map is bordered by a number of off-map Zones. Reinforcing units arrive in these
Zones. In addition, units may move from map Areas to Zones and vice versa. They may
also move and fight in Off-Map Zones, but with some differences to the procedures for
Areas.
5.0 ACTIVATING LEADERS
5.1 General Rule
The side performing an Impulse may activate a currently inactive Leader by flipping the
counter from its inactive to its active side. A newly activated Leader may do nothing else
during the impulse of activation. He may move freely in subsequent impulses as long as he
remains active.
5.2 Initially Active Leaders
All leaders that begin play on the map or in Off-Map Zones start the game Active, unless
the scenario instructions say otherwise.
5.3 Activating Confederate Leaders
Robert E. Lee and J.E.B. Stuart may activate themselves. Longstreet, Hill, and Ewell, the
leaders of the three Confederate infantry corps may not activate themselves. Only Lee can
activate them. To do this, Lee must START the impulse in the leader's Area or Zone
(NOTE: NOT ADJACENT). The Confederate Player then spends the impulse to activate
the corps commander. Lee may activate only one corps commander per impulse. Lee may
not move at all in the same impulse he activates a corps commander. If an Area containing
or adjacent to an inactive Confederate leader is assaulted (ONLY) by Union units, the
Confederate Player may spend his next impulse automatically activating that leader,
regardless of the presence of Lee. Only one such leader may be activated automatically in
this way as the result of any single Union assault.
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5.4 Confederate Activation Without Lee
Should Robert E. Lee be killed or wounded and removed from the game, most of his
subordinates must pass a die roll in order to activate. Attempting the activation die roll
consumes the impulse, regardless of its outcome.
Stuart, or his replacement, can activate without a die roll.
Longstreet may activate on a die roll of 1, 2, 3, or 4. If Longstreet is a casualty, his
replacement passes on a result of 1, 2 or 3.
Hill or his replacement passes on 1 or 2.
Ewell or his replacement activates only on 1.
Note that Lee must be killed or wounded for the above rule to apply. If he is anywhere on
the map, in an off-map zone, or is scheduled to appear as a reinforcement in a future game
turn, then his presence is absolutely necessary to activate any Confederate leader except
Stuart.
5.5 Activating Union Leaders
All Union leaders may activate themselves.
5.6 Deactivating Leaders
Once activated, a leader becomes inactive if:
He is slightly wounded in combat.
He contributes his combat bonus to the attacking side in an assault in which the OT < DT.
All friendly units in his Area are eliminated. Flip him to his Inactive side and place him
with any friendly unit of his command, regardless of the distance to the unit.
The Enemy Player uses the Advantage marker to choose him for deactivation.
In Scenario 7 (Campaign Game), all leaders are deactivated at the end of the 2000 Hour of
1 July and 2 July.
6.0 ACTIVATING UNITS
6.1 General Rule
During a single impulse, a single Active Leader may activate any or all of the units under
his command in any one Space. Such activation is required for units to perform actions 7
through 13 of section 3.3. The Space selected must be the one the leader occupies at the
start of the impulse, or an adjacent Area (NOT Zone). The only units in the designated
Space that may activate during that impulse are units under that Leaders command. Other
friendly units not under that Leaders command may not be activated during the impulse.
6.2 Leader Movement and Unit Activation
If a Leader activates units to conduct an impulse, that leader may also move freely during
the impulse. Note also, that if you choose, you may spend an impulse to move any one
Friendly Leader up to his full movement capability without taking any other Action.
6.3 Confederate Activation
Longstreet can activate any Confederate units, regardless of corps affiliation. Ewell and
Hill can activate only units of their respective Corps. Stuart can activate no units except
cavalry and horse artillery. Lee cannot activate ANY combat units; he can only activate
other Confederate leaders.
6.4 Union Activation
In general, Union leaders can activate only units of their own corps plus any Union
artillery. In addition, Meade and the Wing Commander General Reynolds (or Hancock, if
Reynolds has been removed from play as described in 6.4.3 below) can activate any Union
unit of any arm. Tyler can activate any Union artillery unit, regardless of subordination.
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6.4.1 Union Cavalry Leaders
The Union has three cavalry division commanders, Buford, Gregg and Kilpatrick. Each
can activate any Union cavalry or horse artillery units in their division.
6.4.2 General Warren
The Warren counter is not an actual leader but a marker, whose availability depends on the
scenario being played. If the Warren counter is available, then in any friendly impulse the
Union player can place it in any Area (not Zone) containing any of his units, and activate all
of them, regardless of command or the presence (or absence) of any other Union leader.
Once played, Warren is out of the game permanently. He can be used in conjunction with
play of the Advantage marker, to activate a second Area in the same impulse, but CANNOT
be stopped by Confederate expenditure of the Advantage.
6.4.3 General Hancock
Duirng the actual battle, General Reynolds was in command of the field until his death
shortly after 1000 on the first day of fighting. Meade trusted and relied on Reynolds to
manage the fighting until he arrived and, even more importantly, to advise Meade about
whether to fight at Gettysburg or to fall back to a previously surveyed site along the Big
Pipe Creek in Maryland. When Reynolds went down, Meade needed someone else to
perform those vital functions. He chose General Winfield Hancock, commander of II
Corps.
To represent this possible situation, Hancock's arrival may vary. Normally, he will arrive
with the lead elements of his corps as shown on the reinforcement chart. However, if
Reynolds is killed or seriously wounded before Hancock arrives, the Union Player may
choose to send Hancock forward to assume command of the field. He arrives two turns
after Reynolds is put out of action. In these circumstances, Hancock may activate any
Union unit as if he were Reynolds or Meade. Use the II Corps Replacement Leader to
arrive with the lead elements of the corps. Hancock's special abilities end the turn after
Meade arrives on the board. Remove the II Corps replacement leader at that time (unless of
course Hancock also has become a casualty).
6.5 Designating Which Units Will Activate
During a friendly impulse, any or all of the eligible combat units in the designated Space
may act. To be eligible for activation, a unit must be under command of the Leader who
activated the Space. The Active Player must designate which eligible unit or group of units
will undertake which action during the impulse. All eligible units need not activate during
the impulse. However, all units that do activate must act together.
6.6 Procedures for Activation
There are specific procedures for each type of action an activated force may carry out
during an impulse. All such actions must follow these procedures. Each of the procedures
is described in detail in the following sections.
7.0 REINFORCEMENTS AND RESERVES
7.1 Reinforcements
Reinforcements are units entering play for the first time. When the Hour marker is
advanced into the space corresponding to the entry time of reinforcements as indicated on
the Order of Appearance Chart, the owning Player may place all units scheduled to arrive as
reinforcements that Hour in their designated Zones. (Note that you may not place some
units from the group in one impulse and others in a subsequent impulse.) All units are
Fresh when placed in the zone; any leaders that enter as reinforcements do so in an
activated state. The owning Player must mark such units with a Reinforcement Marker. On
subsequent impulses, units that are marked with a Reinforcement Marker may move up to
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twice their normal movement allowance (that is, two MPs for infantry and artillery and four
MPs for cavalry and horse artillery), but may not leave, enter, or move adjacent to any
Space containing enemy units. Note that moving units marked as Reinforcements does
NOT require the presence of a Leader to activate them during an impulse. Instead, all of a
player's reinforcements may move during a single Impulse. Note also that once a unit loses
a Reinforcement Marker, it may never again have such a Marker placed on it. NOTE:
Leaders are not marked with a Reinforcement Marker, but may move freely with any stack
of units so marked.
7.2 Alternative Entry Areas
If the player has a choice of off-map zones through which reinforcements enter the game,
all units of these groups must enter into the same zone some may not appear in one
zone, while others in the group enter another.
7.3 Delayed Entry
Units that do not enter play on the Hour indicated on the Order of Appearance chart may
do so on any Hour thereafter, but only in the off-map zone in which they were originally
scheduled to arrive.
7.4 Reserves
Reserves are units that have been pulled out of contact with the enemy and which are
positioned to move rapidly to respond to the changing situation on the battlefield. During an
impulse, a Player may designate as a Reserve any Fresh unit or group of Fresh units under
command of an active leader and in a single Space which does not contain any enemy units
and is not within two spaces of a space which contains enemy units. Such units are marked
with a Reserve Marker. On subsequent impulses, units that are marked with a Reserve
Marker may move up to twice their normal movement allowance (that is, two areas for
infantry and artillery and four areas for cavalry and horse artillery), but may not enter or
move adjacent to any space containing enemy units. Unlike Reinforcements, Reserves must
be activated by a friendly Leader in their command chain to act during an Impulse. Each
stack of Reserves must act independently. That is, you may only activate a single such
stack in anyone Impulse. Nor may you ever combine Reserve Stacks. You must first take
them out of Reserve status and then combine them into a single Reserve stack.
7.5 Moving Reserves and Reinforcements
Units marked with a Reserve or Reinforcement Marker may move from one Area or Zone
to an adjacent space at the cost of 1 point of their printed Movement Allowance to enter an
Area or 2 MPs to enter a Zone. For example, a cavalry unit with a normal MA of 2 has a
MA of 4 in Reserve and may enter a series of up to 4 contiguous Areas during a single
move. Note that Leaders never have their movement allowance affected in this way.
7.6 Removal of Reinforcement and Reserve Markers
Should an enemy unit ever enter a space containing Friendly units marked with a
Reinforcement or Reserve Marker or end an impulse in an Area that does not contain
any Friendly units and adjacent to an Area containing Friendly units marked with a
Reinforcement or Reserve Marker that marker is immediately removed and all the units
under it are immediately flipped to their Spent side before the resolution of any combat. The
only other way a Reinforcement or Reserve Marker may be removed is for the owning
Player to spend an impulse to remove it. Reserve units must be in command of their Leader
for such removal to take place, but units marked with a Reinforcement marker may remove
the marker regardless of the presence of friendly leaders.
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8.0 BOMBARDMENT
8.1 Offensive Bombardment
When activated during a Friendly Impulse, Fresh Artillery Units (only) may bombard
enemy occupied Areas whether or not they contain Friendly units. The target area may be
up to two areas distant from the firing area. In this case, the intervening area must be clear
terrain (a TEM of +1) only.
8.2 Defensive Bombardment
Fresh Artillery in an Area that is the target of an Assault during the opponent's impulse may
bombard the assaulting enemy units before resolving the Assault. The bombardment is
carried out normally, using the TEM of the Area the assaulting units left to enter the
defender's area in the resolution oif the bombardment. Any assaulting units retreated as a
result of the defensive Bombardment return to their original Area. Other Assaulting units,
including Spent units if the owning player chooses, remain in the space they are assaulting.
Note, however, that any assaulting units Spent by defensive Bombardment may not
contribute to the Assault.
8.3 Procedure
The Bombarding Player activates the Fresh artillery units to conduct the attack, and
designates which Fresh Artillery unit will be the Lead unit and which, if any, other Fresh
Artillery units in the Area will support the Bombardment. (You may not Bombard, into, out
of, or within a Zone.) A maximum of 3 supporting artillery units may contribute to the
Bombardment. Resolve the Bombardment using the Bombardment Procedure in the
Combat Table.
NOTE: At the conclusion of the resolution of an Offensive (i.e., NOT a
Defensive) Bombardment, all bombarding artillery are flipped to their Spent
si de.
9.0 MOVEMENT AND STACKING
9.1 Basic Movement
During a Friendly Impulse, activated Units and Leaders may move from one Space (Area
or Zone) to an adjacent Space. Most combat units normally move only one space per
impulse. Leaders, Cavalry, Horse Artillery, Reserves and Reinforcements move at a faster
rate as described below. Units that enter an enemy occupied space must Assault the enemy
units in the space. Spent units may move, but they may never enter a space containing an
enemy unit.
9.2 Stacking (More Than One Unit In A Space)
A Player may never move in such a manner that he has more than 12 of his combat units
present in an Area at any time. If a moving unit would violate this limit by entering an Area,
it cannot enter that Area at all. Stacking limits apply to each side independently. This means
that, for example, 12 Confederate AND 12 Union units could occupy the same Area at the
same time. There are no such limits to the number of units that may be in off-map Zones.
9.3 Leader Movement
Most Active Leaders have a Movement Allowance of 4. Active Caval;ry Leaders have a
Movement Allowance of 6. Inactive leaders AND ROBERT E. LEE have a Movement
Allowance of 1. Leaders pay 1 MP of their MA to enter any Area or Zone. Leaders may
only enter enemy occupied Spaces if they are moving with friendly combat units or the
Space in question already contains at least one friendly combat unit.
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9.4 Mounted Withdrawal
Mounted units are, by definition, both Cavalry and Horse Artillery. Whenever enemy
units enter an Area occupied by friendly mounted units, and there are no mounted enemy
units present, any and all mounted units may immediately move one or two Areas to the
rear (toward the south or east edges for the Union or the north or west edges for the
Confederates). Withdrawing units may not enter the Area vacated by the enemy units which
just entered the withdrawing units Area. Each Area entered must contain no enemy combat
units of any sort. After completing withdrawal, each unit rolls 1d6: on a roll of 1, its
withdrawal is successful, but when finished, the withdrawn unit is Spent (if Fresh) or
eliminated (if already Spent). On a roll of 2 through 6 the withdrawal succeeds and the unit
remains unaffected.
9.5 Movement and Off-Map Zones
A combat unit must spend either 2 movement points or all its available movement points
(whichever is less) to move into an off-map Zone from an adjacent Area or to move from
one Zone to another, whether the Zone is occupied by enemy units or not. A unit may
move from a Zone to an adjoining Area of the map at the cost of 1 MP. A unit may never
leave an off-map Zone that contains any enemy units. A unit may not move into an off-map
zone and attack enemy units in that Zone in the same impulse. Leaders may move into and
through Zones as if they were Areas.
9.6 Movement Restrictions
9.6.1 Artillery and Leaders
Artillery, Horse Artillery, and Leaders may not enter an Area containing enemy Infantry or
Cavalry units (Fresh or Spent) unless the Area being entered already contains friendly
infantry or cavalry or they are part of a moving group containing infantry or cavalry (and,
of course, that group must attack the enemy units in the area to which they are moving).
9.6.2 Cavalry
Cavalry units may never enter an Area containing any Fresh enemy infantry units unless
they are part of a group containing infantry, or the Area being entered already contains
friendly infantry. Note, however, that cavalry units that begin an impulse in an enemy
occupied area may assault those units without infantry support (although at a combat
penalty). Similarly, artillery units that begin an impulse in an Area containing enemy
infantry units may support an assault in that area.
Note that the above restrictions do NOT apply to units entering Zones.
9.6.3 Leaving an Enemy-Occupied Area
A combat unit that leaves an Area containing any enemy combat units may only enter an
adjacent Area or Zone that contains at least one friendly unit and no enemy units. If no such
Area is available, the unit may not move at all (although, if Fresh, it may attack the enemy
units in its current Area). Leaders may move normally, even if they begin in a space with
enemy units. (Recall that combat units may never leave a Zone that contains enemy combat
units.)
9.6.4 Spent Units
Spent combat units may move (but not into spaces containing enemy units), but may not
attack or entrench.
10.0 ASSAULT
10.1 Assault Before Movement
Fresh units that are eligible to move during the impulse and are in an Area or Zone
containing enemy units may assault those enemy units without moving.
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10.2 Assault During Movement
Fresh units that enter an Area containing enemy units must Assault those units. All moving
units must enter the Area together. Other Fresh friendly units that are already in the Area
may NOT join in the Assault with the moving units.
10.3 Procedure for Resolving Assault
1. The Active Player chooses the Lead unit and supporting units. The Lead unit must be
Fresh infantry or cavalry. Supporting units must be Fresh infantry or cavalry units that
enter the Area with the Lead unit. Attacks using units from more than one division suffer a
negative modifier. All units must be under command of the Active Leader for the Impulse.
(Note that although Friendly Artillery units may accompany assaulting infantry and cavalry
units, they do not contribute to the Assault in any way.)
2. The Defending Player may choose to conduct a Defensive Bombardment with Fresh
artillery in the Area being assaulted. Resolve all such bombardment.
3. If there are still Fresh Assaulting Infantry or Cavalry in the Area, the Defending Player
chooses the Lead defending unit.
4. Resolve the Assault using the Assault Procedure in the Combat Table.
Note that at the conclusion of every Assault combat, all attacking units are
flipped to their Spent side unless they have achieved an Overrun (See 10.5
bel ow).
10.4 Flank Assault
If the target area of the Assault is adjacent to any other area containing Fresh Attacking
units and no units of the Defender, which is NOT also adjacent to the Area from which the
Attacking units are moving, then the Assault is a Flank Assault. In this case, the Defender
loses any terrain effects and the Attacker may add an additional +1 to his combat value for
each supporting unit above the normal Support value. See the Assault Procedure in the
Combat Table
10.5 Assault in Off-Map Zones
Fresh, activated Infantry and Cavalry units may conduct Assault attacks against enemy
units in the Zone they occupy. Units in an off-map Zone may ONLY conduct assault
attacks (they may not bombard) and may only do so against enemy units in the same zone.
They may, if possible, move into an Area adjacent to their Zone and assault enemy units
there, subject to the normal Assault rules. Note that units in an Area adjacent to a Zone
must first expend an Impulse to move into the Zone, and may only Assault the enemy units
on a subsequent Impulse.
10.6 Overrun
An assault (only) that produces more CPs than the defending units in the Area can absorb is
called an Overrun. The results of an Overrun are as follows:
1) All defending units are eliminated.
2) No Attacking unit is Spent (other than any Spent as a result of Defensive
Bombardment).
11.0 COMBAT RESULTS
11.1 General Concept
Results of combat are usually expressed in terms of Casualty Points (CPs) inflicted on the
defending units. Casualty Points are absorbed by flipping a Fresh unit to its Spent side,
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retreating a unit, or eliminating a unit. In addition, some or all of the attacking units may
suffer specific effects.
11.2 Allocating Casualty Points
The unit chosen as the Lead defending unit in the combat must absorb the first CP and must
always suffer at least as many CPs as any other unit. Within those restrictions, CPs may be
distributed in any way the owner sees fit among units that actually participated in the
combat. Consult the Combat Results Summary for details. Combat results affect only the
actively attacking units, but may affect all defenders in an Area.
Remember the following key points about assigning CPs:
The first CP must come from the lead defending unit.
The defender must absorb all CPs inflicted, even if this requires him to absorb more CPs
than the actual total inflicted. For example, if a single Fresh defending unit suffers 1 CP, it
must flip to its Spent side, even though it normally requires 2 CPs to flip a defending unit.
The defender may voluntarily absorb more CPs than required.
A unit that cannot successfully retreat cannot absorb CPs by retreating.
Leaders never take losses or retreat to satisfy CPs. They may choose to retreat with any of
the friendly units that do so.
11.3 Retreats
A unit may retreat to satisfy CP requirements. The defender may voluntarily choose to have
any or all units involved in defending against an enemy assault retreat at the conclusion of
the assault (they are automatically Spent as well). If possible, all units that retreat from a
combat must move together to a single adjacent Space that either contains friendly units or
is both vacant and closer to the friendly retreat edges. You may not retreat into Enemy-
controlled Spaces. You may only retreat into spaces containing enemy units if they also
contain friendly units and if no other option is available.
11.4 Retreat Priorities
If there is more than one Space open to retreat, the retreating side must follow the Retreat
Priorities listed on the Retreat Priority Chart as closely as possible. Resolve disputes with a
random die roll. Once the choice is made, be sure to perform any special die rolls listed on
the chart to determine whether each retreating unit survives the retreat. If the only Area
open to retreat does not have enough space to accept all the retreating units, then the excess
units must keep on retreating, until they reach Areas that can accommodate them. A stack
CAN split up in order to find a legal retreat destination, but only if it cannot legally retreat
as a group.
11.5 Retreat into Contested Areas
As a last resort, a Player may retreat forces into an Area containing enemy units as long as
there are also friendly units are present. In this case, however, the retreating units are
subject to elimination. For each such retreating unit, the owning Player makes a DR and
adds +1 to the DR. If the modified DR is less than the number of enemy units in the Area,
the retreating unit is eliminated. In such a case, the unit is still counted as absorbing only
the number of CPs required to retreat it.
11.6 Retreating Into Zones from Areas
Units may retreat from an Area into an adjacent Off-Map Zone as if it were an adjacent
Area. There is no effect if the Zone into which they retreat contains enemy units.
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11.7 Casualty Points and Zones
Casualty Points are absorbed normally by units in off-map Zones, including retreats into
adjacent Zones. There is no effect if the Zone into which units must retreat contains enemy
units. You may also retreat into adjacent map Areas, paying the penalties for enemy
occupation of those Areas as described above. Attackers that moved into an off-map Zone
in the impulse, and are compelled to retreat do so to the space from which they entered. If
they started the impulse in the Zone in which combat occurs, they remain in the Zone and
do NOT retreat.
11.8 Leader Casualties
Leaders may be killed or wounded in any Skirmish or Assault that involves units present in
his Area, and to which he contributes his leadership bonus. Leaders may be slightly
wounded, seriously wounded, or killed. If your DR is a 2 or your opponent's DR is a 12,
and you had committed a leader to the combat, that leader becomes a casualty.
11.8.1 Effects of Leader Casualties
A Lightly Wounded Leader is immediately deactivated. A Killed or Seriously Wounded
Leader is removed from play and his Replacement leader is placed on the map, Inactive,
with any unit of the command. If there are no units of his command in play, place him with
any friendly unit. Victory points are awarded for Killed and Seriously Wounded enemy
leaders. No victory points are awarded for Lightly Wounded Leaders.
11.8.2 Replacement Leaders
Replacement Leaders command the units commanded by the Leader they replace, but are
subject to the following:
1). Should the Confederate General Longstreet become a casualty, his replacement can
activate only units of the I corps.
2). If Reynolds is killed or wounded, then General Hancock of II Corps may arrive along
the Emmitsburg Road two turns later. Hancock may perform as a Wing Commander, and
thus can activate any Federal troops. Hancock loses this capability the turn after Meade
arrives on the board. In this case, or if both Reynolds and Hancock are removed from play,
there is no Union Wing Commander, leaving Meade as the only leader in the Army of the
Potomac capable of activating any of its units without regard to affiliation.
12.0 ENTRENCHMENT
12.1 Construction
Entrenchments may be constructed in an Area by any or all activated infantry and artillery
units in the Impulse. The constructing units are immediately Spent and have an
Entrenchment marker placed ion top of them with the marker's Under Construction side
face up. While in this status, the Entrenchment has no effect whatsoever. To complete
construction, the units must first become Fresh once again. Then, if a stack of Fresh units
is already under an Under Construction entrenchment, activating them once more allows
the marker to be flipped to its Completed side (and the activated units flipped to their Spent
side). To be effective, however, the unit must once more become rallied to their Fresh side.
Thus, fully functioning entrenchments require four impulses to construct. The presence of
enemy units in an Area has no effect on whether or not you can attempt to construct
entrenchments there. In fact both sides may build entrenchments in the same area.
Entrenchments can be built only in on-map Areas, never in off-map Zones. Entrenchments
may not be built in the town of Gettysburg itself (Area 25).
Rev.4.3, 19 June 1999
June 28, 1999 14
12.2 Effects
A completed Entrenchment increases the number of CPs each Fresh (only) entrenched unit
may absorb by +1. (See the Casualty Point Expenditure Chart for details.)
12.3 Removal of Entrenchments
A player can always voluntarily remove an Entrenchment, in either stage of completion,
from an Activated Area during any Friendly Impulse. This does not prevent the (formerly)
occupying units from doing anything else. A player must remove an entrenchment marker
(whether under construction or completed) anytime there are no friendly units left under it.
12.4 Countermix
There is no limit to the number of entrenchment markers that may be in play. If players run
out entrenchment markers, they are free to borrow similar counters from other games, or
fashion new ones themselves.
13.0 RALLY AND REORGANIZATION
13.1 Rallying Spent Units
The Phasing Player may use an Impulse to attempt to Rally Spent units and return them to
Fresh status. To do so, the Leader in command of such units must begin the Impulse in or
adjacent to the Area or Zone containing the spent units. The Phasing player designates the
units to be rallied and rolls 2d6. Modify as follows for the presence of enemy units:
If in an area containing any enemy units:
-1 if there are no Fresh enemy units in the space
-2 if the area contains at least one Fresh enemy unit.
If in an area containing no enemy units:
-1 if adjacent to an area containing Fresh enemy units
-2 if in an area with a +1 TEM and adjacent to a Fresh enemy artillery unit.
On a modified roll of 2 or less, the unit is placed in the Currently Eliminated box. On a
modified roll of 3, 4, or 5 the unit remains Spent. On any other roll, the unit is flipped back
to its Fresh side. Roll separately for each unit to be rallied.
13.2 Reorganizing Previously Eliminated Units
To reorganize previously eliminated units during an impulse, the owner must have an active
Leader in an Area that contains no enemy units and is not within two spaces of any space
containing enemy units. Select any one friendly unit in the Currently Eliminated box that
belongs to the Parent formation that the leader commands. Place the selected unit on its
Spent side in the Area containing the Leader. The owner must immediately remove from
play another unit of the same type (infantry, cavalry, artillery) and the same command (the
same division, if possible; if not, then the same corps). If no other units of the same corps
have been eliminated, the unit may NOT be Reorganized. The removed unit is permanently
eliminated and may not return to play for any reason, nor may it be used to help reorganize
any other units.
14.0 THE ADVANTAGE
14.1 General Rule
The Advantage counter allows whichever side possesses it to affect the course of the game
in several ways. After using the Advantage, the marker must be passed to the opponent.
The Union side always begins the game with the Advantage marker.
14.2 Using the Advantage
The Advantage marker can be used by either side to do any one of the following:
Reroll any roll of the dice performed by EITHER side (not just the one with the
Advantage chit).
Rev.4.3, 19 June 1999
June 28, 1999 15
Activate units in two different Areas (not Zones) during the same Impulse, instead of just
one. Both such Areas must be adjacent to the same leader, who is eligible to activate units
in both Areas. Only such eligible units may activate from those Areas. Units from different
Areas may NOT attack together.
Activate two different groups of units in the same Area (not Zones) to conduct two
different actions during the same Impulse, instead of just one. All units must be activated
by the same leader.
Conduct a free Impulse immediately following a regular friendly Impulse. The marker on
the Impulse Track is NOT advanced as a result of the free Impulse.
Deactivate an enemy leader at the start of an enemy Impulse. This is done before the
enemy Player declares his intentions, including whether or not he is going to Pass during
the Impulse.
14.3 Losing the Advantage
If the Player holding the Advantage also currently controls a starred area OTHER THAN
THE TOWN OF GETTYSBURG (area 25), and loses control of that Area, the Player must
immediately surrender the Advantage to the opponent.
15.0 OPTIONAL RULES
The following rules add some extra realism to the game, at a slight cost in added
complexity. The designer recommends using both 15.1 and 15.2 at all times. 15.3 offers a
means of cleaning up scattered commands. 15.4 allows Fresh units to relieve others
manning entrenchments. 15.5 adds that bane of the wargamer's existence, paperwork.
Proceed at your own peril.
15.1 Rally and Reorganization and Robert E. Lee
Lee may normally command no Confederate units. However, use this rule to allow him to
Rally and Reorganize units only. On any impulse that the CSA player uses one of his
leaders to Rally or Reorganize anyof his forces, Lee may freely do the same for forc es in
the area he occupies. That is, if the CSA player conducts an impulse to Rally, Lee may rally
spent units in his area. If the CSA player uses an Impulse to Reorganize eliminated units,
Lee may also reorganizae units (assuming the space he is in is eligible for such an action).
In addition, the CSA Player may spend an Impulse to allow Lee to conduct Rally or
Reorganization himself, even if no other such action is taken.
15.2 Union Sharpshooters
Add the counter for the 1st and 2nd US Sharpshooter Regiments (1+2 US SS) to the
Union order of battle when allowed by the scenario or Order of Appearance. The
Sharpshooter unit may use Mounted Withdrawal before combat as if it were a mounted
unit. it is treated in all other ways as a normal infantry combat unit.
15.3 Activating Units Without Leaders
During an impulse, each Player may choose to activate units that are not in Command.
Such units may move a maximum of one space. They must move so that they end up closer
to their commander or closer to the friendly board edge than the space they started in was.
They may never enter an enemy occupied space. They may not move adjacent to any Fresh
enemy units. If they begin the Impulse Fresh, they are Spent at the conclusion of their
movement. If they were spent, they suffer no further effects.
15.4 Exchanging Entrenchments
You may activate units in an area to enter friendly entrenchments manned by other friendly
units. This is performed on a one-for-one basis; for each unit that enters entrenchment
status (is placed under the entrenchment marker), one entrenched unit must be removed.
Even though the entrenchment is momentarily empty, it is not removed from the map. No
Rev.4.3, 19 June 1999
June 28, 1999 16
unit in the exchange can perform any other function in the impulse. The action of either
leaving or entering an entrenchment in this way does NOT make a unit Spent. This is the
only time units that are not activated by the active leader (the original occupants of the
entrenchment) may perform any activity in an impulse.
15.5 Artillery Rally and Supply Limits
Each time an artillery unit is flipped from its Spent side to its Fresh side, the owning player
must deduct one point from its Artillery Supply limit. The Union Player begins with 138
points of supply and the Confederate Player with 112. The player must be able to trace a
line of communication from the unit off the friendly map edge in order to rally an artillery
unit. This line of communication may be of any length, but may not pass through or into a
space containing any enemy unit. (You may use the VP track to record expenditures.)
15.6 Lee Feels Frisky
The basic rules restricting Lee's movement allowance to 1 MP per impulse reflect the fact
that Lee was feeling poorly throughout most of the battle and did not move around much. If
players wish to reflect the true mythology of the Lost Cause, you may ignore this
restriction and allow Lee to move as other leaders (4 movement points). This will provide
the CSA Player a bit of an advantage.
16.0 VARIANTS
Variants portray what ifs in the orders of battle for both sides. It was entirely possible
that more units could have participated, had higher authorities released them from defensive
missions, primarily around Washington and Richmond. Variants can only be used in the
Campaign Game (Scenario 7).
16.1 Additional Pennsylvania Reserves (Union)
Add Magilton's Brigade to the 3rd Division, V Corps. It arrives with the rest of the
division at 1200 2 July.
16.2 French's Division (Union)
Add to the Union order of battle the 1st Division/VIII Corps (Kenley, Morris, Smith, and
French Artillery). It enters at 0800 2 July on either the Emmitsburg or Taneytown Road
(Union player's choice). French's Division is the only one of VIII Corps that can
participate in the battle, and so French, although a division commander, functions as the
commander of VIII corps for all game purposes (for the record, the actual commander of
the corps was Robert C. Schenck).
16.3 Huey's Cavalry Brigade (Union)
Both counters of Huey's Brigade, 1st Cavalry Division, and Tidball c Horse Artillery
appear as reinforcements at 0600 3 July, on the Baltimore Pike off- map zone.
16.4 Pickett Reinforced (Confederate)
Add the brigades of Corse and Jenkins (two demi-brigades each), and the artillery unit
Dearing c, to Pickett's Division of Longstreet's Corps. They arrive with the rest of the
division at 1600 2 July, in the Chambersburg Pike off-map zone.
16.5 Ransom's Division (Confederate)
Add Ransom's Division (Ransom a, b and Cooke a, b, plus Ransom Artillery). These enter
the game at 0800 July 2. Ransom's Division can be part of any Confederate Corps, though
once a corps is picked, the choice is permanent. Before either side sets up, the Confederate
notes on a sheet of scrap paper the infantry corps (I, II, or III) of which the division will be
a part. If it is part of I or III Corps, then it arrives in the Chambersburg Pike off-map zone.
Should it be placed under II Corps command, then it arrives on the Harrisburg Road. The
Rev.4.3, 19 June 1999
June 28, 1999 17
division cannot be attached to I Corps if Pickett's Division is reinforced by using Variant
17.4.
16.6 Lee's Own Cavalry (Confederate)
Add the Jones a and b, and Robertson cavalry units. Both enter on 3 July on the
Chambersburg Pike. Jones comes in at 1000, and Robertson at 1200. These units cannot
be activated by Stuart. They can be activated by any other Confederate corps commander.
In addition, Imboden is activated identically to Jones and Robertson.
16.7 Longstreets Capability (Confederate)
Longstreet may activate freely without the need for Lee to activate him, as for the other
Confederate commanders.
Rev.4.3, 19 June 1999
June 28, 1999 18
CHARTS AND TABLES
Casualty Point Expenditures
Entrenched Fresh Units
2 CPs to Retreat and remain Fresh
3 CPs to Flip to Spent
4 CPs to Flip to Spent and Retreat
5 CPs to Eliminate
Unentrenched Fresh Units
1 CP to Retreat and remain Fresh
2 CPs to Flip to Spent
3 CPs to Flip to Spent and Retreat
4 CPs to Eliminate
Spent Units (Note there are no Entrenchment effects for Spent units)
1 CP to retreat
2 CPs to eliminate
Retreat Priorities
When units must retreat after combat, use the following priority list. Units that cannot
retreat are eliminated. (Note that Attacking units that must retreat (OT = DT) do so to the
Area or Zone from which they entered the combat, or remain in the Area or Zone if they
started the impulse there.) The Confederate retreat edges are the north and west, and Union
are the east and south.
1). Friendly-controlled Area adjacent to the least number of enemy-controlled Areas.
2). Friendly-controlled Area.
3). Vacant area closer to a friendly retreat edge than exited area
4). Contested Area. Roll 2d6 for each retreating unit. Add one to the dice roll. The unit is
eliminated if the dice roll < # enemy combat units in the Area.
Leader Casualty Table
Roll 2d6 for the affected Leaders.
If the dice roll is > 7, the Leader is slightly wounded. Flip him to his Inactive side. He
may not be activated for the remainder of the current Game turn.
If the dice roll < 7, the Leader is Seriously Wounded.
If the dice roll = 7, the Leader is Killed.
If the Leader is Killed or Seriously Wounded, remove his counter from the game and
record the appropriate number of VPs for the opposing player. Place his Replacement
counter, Inactive, on any unit of the command. If there are no units of his command in
play, place him with any friendly unit.
Rev.4.3, 19 June 1999
June 28, 1999 19
Bombardment Procedure
Offensive Bombardment
Offensive Total
(OT)
Strength Printed strength of Lead Bombarding Unit (must be Fresh Artillery)
Supports + 1 for each Additional Fresh Artillery in the Bombarding Area (up to
a maximum of +3)
Random + 1d6
Defensive Total
Terrain Double the Printed TEM of Target Area
Range + 1 if a Long-range bombardment
Random + 1d6
Results
OT > DT Defender must absorb OT DT Casualty Points.
All cases All attacking Artillery is flipped to its Spent side.
Defensive Bombardment
Offensive Total
(OT)
In this case, the Defender of the Assault is the Offensive player for the
Defensive Bombardment.
Strength Printed strength of Lead Bombarding Unit (must be Fresh Artillery)
Supports + 1 for each Additional Fresh Artillery in the Bombarding Area up to a
maximum of +3
Random + 1d6
Defensive Total
Terrain Double the Printed TEM of Target Area (the Area the Assaulting units
came from)
Random + 1d6
Results
OT > DT Defender (Assaulting force) must absorb OT DT Casualty Points.
Units that retreat return to the Area they came from.
OT < DT No effect.
Note that in both Offensive and Defensive Bombardments, multiple attacks may be made
from the same Area at the owning Player's discretion. For example, with four Defending
Artillery, the Defender may conduct one Defensive Bombardment using all four units. Or
he may combine two (a Lead and Support) in one attack and use the other two individually.
Similarly for Offensive Bombardments.
Rev.4.3, 19 June 1999
June 28, 1999 20
Assault Procedure
Offensive Total
(OT)
Strength Lead Assaulting Unit is Infantry: use its printed strength.
Lead Assaulting unit is Cavalry: strength is 1 if any Fresh defending
Infantry is present or, if there is no Fresh defending infantry but there
is Spent defending infantry, its strength is reduced to one-half the
printed value (round up for the CSA and down for the USA).
Artillery may not contribute to an Assault in any way.
Supports Normal Assault:
+ 2 for each additional Fresh Infantry in the Assault
+ 1 for each additional Fresh Cavalry in the Assault
Flank Assault:
+ 3 for each additional Fresh Infantry in the Assault
+ 2 for each additional Fresh Cavalry in the Assault
Leadership + 1 if the Active Leader is present in the same Area as the attacking
force and the Active Player chooses to add his combat bonus
Command Control - 1 if units from two different Divisions are attackiing; - 2 if units from
three or more different Divisions are attacking
Random + 2d6
Defensive Total
(DT)
Strength Printed strength of Lead Defending Unit
Terrain Normal Assault:
+ Printed TEM of Target Area
Flank Assault:
NO addition for TEM
Random + 2d6
Results
OT > DT All Attacking units are Spent. The Defender must absorb OT DT
Casualty Points.
If the Defender cannot absorb all such points, the result is an Overrun.
In this case, only the Lead Attacking unit is Spent, all supporting units
remain on their Fresh side.
OT = DT The Lead attacking unit is eliminated. All other Attacking units are
flipped over to their Spent side and returned to the Area from which
they entered the combat Area. (If the combat is in a Zone, however,
they remain there.)
OT < DT The Lead attacking unit is eliminated. Other Attacking units are flipped
to their Spent side and remain in the space in which the Assault took
place.
If your DR is a 2 or your opponent's DR is a 12, and you had committed a leader to the
combat, that leader becomes a casualty. (See Leader Casualties 11.8.)
Rev.4.3, 19 June 1999
June 28, 1999 21
UNION ORDER OF APPEARANCE
1 JULY
At Start: Area 3 Devin Cavalry (1/Cav)
At Start: Area 18 Gamble b Cavalry (1/Cav)
At Start: Area 17 Gamble a Cavalry (1/Cav); Tidball a Horse Artillery (Cav)
At Start: Area 23 BUFORD (1/CAV); REYNOLDS (WING)
At Start: Area 83 Cutler, Meredith (1/I); Wainwright b Artillery (I Corps)
0800: Douglass Farm Road Rowley (3/I)
0800: Emmitsburg Road DOUBLEDAY; Stone (3/I)
1000: Emmitsburg Road Paul, Baxter (2/I); Wainwright a Artillery (I Corps); Von Gilsa,
Ames (1/XI)
1000: Taneytown road HOWARD; Schimmlfennig,Krzyzanowski (3/XI); Osborn a
Artillery (XI Corps)
1200: Taneytown road Coster, Smith (2/XI); Osborn b Artillery (XI Corps)
1400 WARREN Available (Hancock Arrives historically)
1600 Benner's Run Road McDougall, Ruger (1/XII)
1600: Baltimore Pike SLOCUM; Candy, Greene, Kane (2/XII); Muhlenberg Artillery
(XII Corps)
1600: Emmitsburg Road Stannard (3/I)
1800: Emmitsburg Road SICKLES; Graham, Ward (1/III), 1+2 US SS (III Corps)
[Optional]; Randolph a Artillery (III Corps
2000: Emmitsburg Road Carr, Brewster (2/III)
2000: Taneytown Road MEADE
2 July
0600: Taneytown Road Robertson a Horse Artillery (Cavalry)
0600: Baltimore Pike Cross, Kelly, Zook, Brooke (1/II); Harrow, Webb, Hall (2/II);
Carroll, Smyth, Willard (3/II); Hazard Artillery (II Corps)
0800: Baltimore Pike SYKES; Tilton, Sweitzer, Vincent (1/V); Day, Burbank, Weed
(2/V); Martin Artillery (V Corps); Lockwood (1/XII)
0800: Taneytown Road TYLER; Taft, Huntington, Fitzhugh, Ransom Artillery (Artillery
Reserve)
0800: Taneytown Road or
Emmitsburg Road
de Trobriand (1/III); Burling (2/III); Randolph b Artillery (III
Corps)
Variant 16.2 units: Kenley, Morris, Smith, French Artillery
(1/VIII)
1000: Taneytown Road McGilvery (Artillery Reserve)
1200: Baltimore Pike McCandless, Fisher (3/V); Variant 16.1: Magilton (3/V)
1200: Hanover Road D. GREGG; McIntosh Cavalry, J. Gregg Cavalry (2/Cav);
Robertson b Horse Artillery (Cavalry)
1400: Hanover Road KILPATRICK; Farnsworth Cavalry, Custer Cavalry (3/Cav);
Tidball b Horse Artillery (Cavalry)
1600: Baltimore Pike SEDGWICK; Torbert, Bartlett, Russell (I/VI); Grant, Neill (2/VI);
Shaler, Eustis, Wheaton (3/VI); Tompkins Artillery (VI Corps)
3 July
0800 Emmitsburg Road Variant 16.3 units: Huey (1/Cav); Tidball Horse Artillery
(Cavalry)
1400 Emmitsburg Road Merrit (1/Cav)
Rev.4.3, 19 June 1999
June 28, 1999 22
CONFEDERATE ORDER OF APPEARANCE
1 JULY
At Start: Chambersburg Pike Davis and Archer (Heth); Pergram Artillery (III Corps); III Corps
Replacement Leader (representing Henry Heth)
1000: Chambersburg Pike A.P. HILL; Pettigrew and Brockenbrough (Heth); remove III
Corps Replacement Leader
1200: Chambersburg Pike Perrin, Lane, Scales, Thomas (Pender); Macintosh Artillery (III
Corps)
1200: Mummasburg Road EWELL; Iverson, ONeal, Carter Artillery (Rodes)
1400: Mummasburg Road Ramseur, Daniel (Rodes)
1400: Bendersville Road Doles (Rodes)
1400: Chambersburg Pike R.E. LEE; Garnett Artillery (Heth); Poague (Pender) Artillery
1400: Harrisburg Road Gordon, Avery, Hays, Smith; Jones Artillery (Early)
1600: Chambersburg Pike LONGSTREET; Lang, Mahone, Posey, Wilcox, Wright, Lane
Artillery (Anderson)
1800: Chambersburg Pike Steuart, Williams, Walker, J. Jones, Lattimer Artillery
(Johnson); Dance Artillery, Nelson Artillery (II Corps)
1800: Harrisburg Road Jenkins Cavalry (Stuart)
2 July
0400: Chambersburg Pike Robertson, Anderson, Benning (Hood); Henry Artillery (Hood)
0600: Chambersburg Pike Kershaw, Barksdale, Semmes, Wofford, Cabell Artillery
(McLaws) Alexander Artillery, Eshleman Artillery (I Corps)
0800: Chambersburg Pike or
Harrisburg Road (See Variant
16.5.)
Ransom, Cooke, Ransom Artillery (Ransom)
1200: Chambersburg Pike Law (Hood)
1400:Harrisburg Road STUART; Hampton Cavalry (Stuart)
1600:Chambersburg Pike Kemper, Armistead, Garnett, Dearing a,b Artillery (Pickett)
Variant 16.4: Jenkins, Corse, Dearing c Artillery
1600: Harrisburg Road F. Lee Cavalry, Chambliss Cavalry, Beckham Horse Artillery
(Stuart)
3 July
1000: Chambersburg Pike Imboden Cavalry (Stuart)
Variant 16.6 Units: Robertson Cavalry
1200: Chambersburg Pike Variant 16.6 Units: Jones Cavalry
Rev.4.3, 19 June 1999
June 28, 1999 23
New Scenario
The First Day: Confederate Attack Scenario
The first day at Gettysburg is a difficult situation to recreate in a game without
handicapping players with restrictive rules and forcing events in the most ham-handed way.
One of the single biggest historical events, the death of Reynolds, is the prime example.
Similarly, Heth's aggressive advance with just two of his brigades, resulting in their
mauling by Wadsworth's division of the Federal I Corps, is an action most unlikely to be
taken by any wargamer, even an inexperienced one, given the foreknowledge of what is
about to happen.
So, what to do?
Well, the first response, and the one taken in the basic scenario for the first day, is to
ignore it and let the players play with the advantage of their historical knowledge.
The second response is this scenario. It is a shorter scenario, beginning after the death of
Reynolds and the wrecking of Archer and Davis. It finds Heth's division battered and
basically on the defensive. Hill is deactivated, reflecting his unwillingness to continue the
fight Heth had started against Lee's wishes without some very good reason to do so. Ewell
and Rodes are about to provide that reason as the lead elements of II Corps make their
appearance from the north.
On the Union side, Oliver O. Howard has arrived and, as senior officer on the field, has
assumed command of all the Union forces there. His own XIth Corps, now under
command of Schurz, is moving up through town to extend Doubleday's right. This
scenario gives Howard the ability to command any Union unit, just as Reynolds had. He
begins the scenario Inactive, reflecting the difficulty he had in getting a handle on the
situation and exerting his authority.
Initial Dispositions
1200 July 1st
Union
Area 4: Devin a
Area 6: Devin b
Area 37: Gamble a and b, Tidball c, BUFORD
Area 16: Cutler, Stone, Wainwright a
Area 22: Meredith, Rowley, Wainwright b, DOUBLEDAY; HOWARD (Inactive)
Area 23: Baxter, Paul
Area 31: Schimmelfennig, Krzyzanowski, Osborn a (Reinf); XI Corps Replacement Leader
Area 43: Von Gilsa, Ames (Reinf)
Confederate
Area 20: Archer
Area 18: Pettigrew, Pegram Artillery, HILL (Inactive)
Area 2: Brockenbrough
Currently Eliminated box: Davis a and b
The scenario begins with the CSA 0 impulse. This is followed normally by advancing the
impulse marker to the 1 space and carrying out Union Impulse 1.
Rev.4.3, 19 June 1999
June 28, 1999 24
The scenario ends at the conclusion of the 1800 Game Turn. Victory conditions are the
same as the First Day scenario. Reynolds does count for CSA Victory Points.
Special Rules:
Hancock arrives at 1400 as scheduled. He may assume the role of Battlefield Commander
(i.e. Wing Commander) from Howard by entering the same space with Howard. Howard
must then immediately assume command of his Corps. Remove the XI Corps Replacement
Leader. When Slocum arrives on the field, he becomes senior officer. He must move
directly to the space occupied by Hancock. Once he arrives there, remove Hancock from
play.
Historical Notes:
For those of you who want to see how the game represents the flow of historical events on
this first day of the battle, here is a rough summary of how things went.
From 1200 to about 1400, the Union XI Corps moved up through Gettysburg with
Schurz's Division (now under Schimmelfennig's command) attempting to extend
Doubleday's line along Oak Hill (Area 4). The arrival of Rodes Division's lead elements
(from Mummasburg Road) forestalled this and Schimmelfennig deployed in the field
northwest of town facing northwest (Area 5). Barlow's division moved up on his right,
anchoring the line on a small knoll west of Rock Creek (Area 8). The last of the XI Corps
divisions to arrive, that of Steinwehr, was placed in reserve on Cemetery Hill (Area 31)
and ordered to dig in.
Meanwhile, as Rodes's troops deployed on and near Oak Hill, Robinson's division was
moved from Reserve at the Seminary (Area 23) to extend Doubleday's right and connect
with XI Corps (Area 15).
Beginning about 1:30 or 2:30 (opinion seems divided on the actual timing) Rodes's lead
brigades, those of O'Neal and Iverson, launched a confused attack on Robinson (Area 15).
Both brigades were roughly handled with Iverson's virtually destroyed (Iverson destroyed,
O'Neal Spent). Only the arrival of Ramseur's veteran brigade restored the situation.
Meanwhile, Schimmelfennig's division began to threaten to attack Rodes's left. Doles's
brigade, moving down the Bendersville Road, provided some cover for that flank (Area 6),
but was badly outnumbered.
Finally, Rodes's fifth brigade, Daniel's, had deployed along Oak Hill (Area 4) and began
to push against the flank of the Union forces still facing west on MacPherson Ridge.
The heavy fighting engendered by Rodes's arrival gave Hill an argument for him to resume
his aborted forward movements. About 2:00 Hill got Lee's permission to attack in support
of Rodes. Heth's fresh brigades, Pettigrew and Brockenbrough, got the nod and began to
attack across Willoughby Run once again (Area 16).
By about 3:30 the fighting seemed to be general along the northwest and western faces of
the Union line, with the issue still in doubt. That was when Early's division, covered by
some woods screening the Harrisburg road from view, burst against the Union right and
rear (Area 9). Spearheaded by Gordon's brigade, with Hays and Avery swinging to the
east and Smith in reserve, Early slammed into Barlow's flank (Area 8) and rolled it up,
driving the fleeing Union troops back into and through the town. (Union units Spent and
retreated.)
Rev.4.3, 19 June 1999
June 28, 1999 25
Early's success proved contagious. With the Union line unhinged, Pender attacked through
Heth's exhausted troops (Area 16 and Area 27) and Doubleday's Corps began to give
ground grudgingly but steadily, falling back from MacPherson's ridge to Seminary Ridge
(Area 15 and Area 23). Despite Confederate claims to the contrary, it was no rout. The
attacking CSA divisions suffered heavily.
By 4:00 or so (again, the time is in dispute and at the core of the arguments used by those
seeking scapegoats for the Confederate defeat other than the Marble Man in command)
Early's men had entered the town and begun rounding up Union troops who had lost their
way and become trapped in cul de sacs, becoming disordered in the process (Spent Union
units destroyed but attacking Confederate units Spent again). The rest of XI and I Corps
were moving back to Cemetery Hill (Area 31), already bristling with the bayonets and guns
of Steinwehr and whatever troops Howard could collect there.
At this point, Ewell was apparently unsure what to do next. With the forces he had been
fighting defeated but apparently rallying on the heights to his front, he sought explicit
instructions from Lee about whether to continue to push forward against an unknown
force. Hill's corps was still ushering Doubleday back through the southern edge of town
and across Seminary Ridge. By the time, with little or no prospect of being able to carry the
western face of a newly forming Union position on Cemetery Hill and its southerly
extension.
About this time also Williams's division of Slocum's XIIth Corps marched onto the field in
the area of Benner's Hill (Area 28) and in the process raised an alarm about Early's right
flank and rear. By the time these units marched back to the main line of approach over the
Baltimore Pike, Ewell had finally received some minimal guidance from Lee. This guidance
took the form of a suggestion rather than an order. It called on Ewell to take the heights to
his front if he deemed it practicable. By the time he received this communication
(apparently around 6:00 or later) Ewell did not feel the assault practicable. The Union
forces on the hills had been reinforced by Stannard's brigade and Geary's division and the
lead elements of Sickles's III Corps. As Slocum took command from Hooker, he had some
27,000 men and heavy artillery support in place and Hancock was confident the position
could not be carried by a direct assault.
The Battle ended for the day.

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