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Phase 11:Musketry & Cannonade ........................................

3
Fire Combat Procedures .............................................. 3
. .
Fire Restnctions
................................................................
3
Defensive & Offensive Fire ............................................. 3
"
Stands ...................................................................................... 4 Selecting a Target .............................................................. 3
Markers ...................................................................................6 Fire Points .........................................................................
3
..
Fire Modifiers ................................................................. 3
Painting Miniamres .................................................................. 8
Field of Fire .......................................................................
3
PREPARE FOR BATTLE........................:...................... 10 Indirect F i e .....................................................................3
Game Scale .............................................................................. 10 .
Enfilade Fire .................................................................... 3
ï h e Order of Banle ........................................................... 10 ....

Brigade Effectiveness ............................................................. 12 Inflictiig Casualties ........................................................ 3


Exceptional Leaders ............................................................ 13 Damaged &Wrecked Batteries ..................................... 4
Labeling .............................................................................. 13 Disordered Brigades ei Silenced Batteries ......................4
..
Low on Ammunition ......................................................4
The Battlefield ....................................................................... 14
Troop Placement .................................................................... 14 Fallen Leader ..................................................................... 4
Playing Time ................... . . . . ........................................14 Phase 111: Charge ................................................................... 4
Length of a Banle ................................................................... 15 Charge Combat Procedure .............................................. 4
W i n g the Battle ................................................................. 16 The Attacker .................... . .............................................
4
Game Referee ......................................................................... 16 . . ..
The Defender ................................... .............................4
Combat Simauons ............................................................ 4
Charge Combat Modifiers ..............................................4
Sequence of Play ............................................................... 17 A Desperate Stmggle ........................................................ 4
ïables & Charu ..................................................................... 17 Capmred Stands ............................................................ 4
Die Rol1 Procedures ............................................................... 19 Retreat After Combat ...................................................... 4
Phasel: Maneuver .................................................................. 20 .
.
Carrying the Position ................... ............................ 4
Replacing Leaders .......................................................... 20 Breakthrough ................................................................... 4
Moving Leaders ...............................................................21
Attaching and Detaching Leaders ...................................21
Maneuver Procedure ....................................................... 22
Movement Table Modiiers ............................................. 23
Formations ........................................................................ 23
Movement Modes ............................................................. 24
Movement Rates ......................... . . ...............................26
Movement ......................................................................... 26
Retreat Movement ...........................................................29
Slcedaddle ........................................................................... 30
Rough Terrain & Fording ................................................ 30
Passage-of-Lines ................................ . ...........................31
Changing Formation ..................................................... 31
Removing Markers ....................................................... 33

Copyright 0 1990 by Richard W. Hasenauer All rights resewed. Made and pdnted in U S A .
.
FIREandFURY. PO Box 956 Columbia. MD 21044
material calledfloclung. Refer to Figure 1for complete basing holders. Ir is recommended that you build your cavalry last,
information. since they did notplay animportantroleinmost majorbattles.
Please note [har if your figures are already mounted
within 118" of the base sizes, it wiil not affect play. Brigade command stand. One troop stand of each
infantry and cavalry brigade will represent h e brigade's
Troop stands. Each infantry and cavalry brigade is repre- command staff. The stand should be easily recognizable and
sented by a group of troop stands. The number of stands wiil contain an officer and one or w o standard bearers. A
vary depending on the brigade's combat strength, with the musician, such as a drummer or bugler, will add to the stand's
average brigadecontaining 6 to 12 stands. The brigade's stands visual effect. Union stands can carry the stars and stripes andl
must always remain with their unit and may be arranged in or the Union battle flag( an eagle on a blue field). Confederate
vanous tactical formations. Stands act as the unit of measure flagswerelesssrandardized. Flagsrangedfromtheclassicstars
for combat losses and are removed as a brigade suffers casual- and bars to a number of state and regimental flags. Flags can
ties. also aid playing table identification by having brigades of the
The number of figuresplaced oneachinfantrystand isfor Same division use the Same flags.
visual effect only and is irrelevant to the play of the game. The command stand serves as an important reference in
Although soldiers were driiled to fight shoulder to shoulder, battle. Ir bears the adhesive label with information on tbe
the parade style formations tended to look more ragged in effective levels and organization details. Ir is positioned as the
battle. Figures should be staggered in one or rwo ranks. last stand on the right of a line or at the head of a column as a
Various poses may be intermixed for a more pleasing visual point of reference on the batdefield ro help identify the differ-
effect. ent brigades. The command stand isalways thelast stand to be
Cavairy are mounted much the Same as infantry. You removed as a casualty.
will need to have mounted stands, disrnounted stands, and
horseholders (see Markers) for each brigade. When dis- Gun stand. Artillery is represented by a gun stand with a
mounting a mounted unit, one out of every four stands will single cannon and is referred to as a battery. It is important to
need to be a horseholder. Therefore, an eight stand mounted understand that each stand actuaüy represents a number of
brigade would dismount into 6 combat stands and 2 horse- guns (6-8) and isnotbasedon tl~enrcmberofbatteriesactuaüy
Figtcre 1. Stand basing.

t is time to gather your forces. The stages of rectuiting reflect a more regular appearance of Union blue coats wirh

I involve purchasing miniature figures, painting the fig-


ures, mountingdiemonstands and finally organizingthe
stands into an army.
militia blue trousers.
We would recommend reading the Osprey book series
for information on unique units such as the Zouave Regi-
ments. The identity of individual regiment5 is lost when
playing with brigade size units. Consider painting the stand'
of an entire brigadewith a distinctive uniformforthoseplayerr
who wish to show the fancier side of war. One concept ofter
used inpaintingis to use asubtle color scheme for each brigade
The rules are designed for 15mm lead figures, the most to help keep the troops easily recognizabie on the game table
commonly used miniature wargaming scale in the country. Confederates could have a common hat, blanket rol1 or coai
Largerscalefigures in25 or3Ommcanbeusedby doublingthe color within a brigade. Since Union uniforms used the Same
base size, movement rate, fue ranges, command radius and of colorschemes, blankets, backpacks orcanteens could be co101
course the playing area. The smaller scale 10mm can be used coded. Union Kepis may also be dotted with red, white, oi
by halving the size and distances mentioned and playing on a blue to signify first, second or third brigades.
smaller gaming area. There are many manufacturers to choose
from.
Figures may be purchased painted or unpainted. In
either case, the uniform theme will depend on the troops you
wish to build and the battles you wish to fight. In tbe early
years of thewar, many flamboyantly uniformedunits marched The soldiersarenowuniformedandreadyto bemounter
into battle. They were spectacular ro watch but unfomnately on stands. Stands are rectangular shaped bases cut with a ma
they made excellent targets. As the war continued, these lmife from diin sheets of balsa wood, cardboard, or
impractical uniforms faded away. The Confederate forces Metal bases may also be used. Metal bases are betrer fo
were especially less consistent in theiruniforms. They may be transporring figures if you line your carrying cases wit1
painted to taste in shades of grey, butternut or homespun magnetic strips. Once mounted, the bases should be paintei
browns. Union soldiers were better equipped and should in a Ereen or ground color and coated with a textured surfac
fielded by each army. The gun stand moves without using die optional. For visual effect, an army headquarters might be
Maneuver Chart. Ituses thelimberedformarion to move, fires represenred by a corps sized base with a group of officers
from the unlimbered formation, and has specificmles limitkg- gathered around a tent.
the number of activities it may perform in one turn.
The gun stand consists of a single miniature cannonwith O p t i o n a l frontages. The textbookfrontagesfor a d e r y
2 to 3 crew figures. A great variety of cannons were used in tlie and cavalry stands have deliberately been condensed. An ar-
war from tlie smoothbore Napoleon to a variety of ritled tillery stand should be closer to 2" wide with one gun casting.
weapons. The general diierences between Nortbern and In our opinion, however, the larger bases are less visually
Southern artiilery are built into the combat tables. The actual pleasing and are difficult to use on uneven terrain. Lf you use
artillery piece mounted on the stand is irrelevant to play. For 1" basing for ardlery, you should leave a 1" gap between
visual effect,Uniongunstands should have alargerproportion adjacent unlimbered batrenes.
of rifled gun castings, while Codederates should have alarger A more accurate cavalry stand should be 1-112" wide,
with 3 mounted or dismounted figures. The smaller base sizes
proportion of smoothbores.
-
in the rules were &en to limit the considerablv, ereater ex-
pense in raising cavalry, since a mounted and dismounted
Leader stand. A leader stand reprecents either the division version of each brigade wiil be required.
or corps commanders and his immediate staff.
Each division leader is a solirary mounted figure. A
different leader pose for each division adds to the table's
appearance. The corps commander's stand should consist of MARKERS
3 figures representing the leader and his staff. Mounted or
dismounted figures rnay be wed. Special stands, calied markers, are used ro indicate changes
The leader stand may either maneuver independently as in a brigade's or battery's status, order, or movemenr mode.
a detached leader or with a brigade as an attached leader. Players should use special figures mounted on rectangular or
Leaders may add die rol1 modifiers for maneuver r o k and coin size bases. Refer to Figure 2 for information on creating
charge combat. A stand to represent the army commander is these markers.
Figrrre 2. Marker bming.

T h UnionI Coips makesn stand on Seminnry Ridge, as A.P.Hill attncks


along tbe Chnmbersbirrg Pike nnd Ewell iweeps down from Onk Hill.
Disordered/silenced marker. Brigades thrown into needed again. If a gun stand moves and unlimbers and thus
cannot fire, this marker should be placed perpendicularly The first step is ro clean and
disorder or batteries silenced in combat have this marker
across the gun muzzle to indicate its inability ro fire. prime the figures. F i s < with a
placed adjacent to theirstand(s). Asingleprone casualtyfigure
on a coin sized base is recommended for use. The marker is sharp hobby ltnife (such as Ex-
Horseholder marker. ~ h e n a c a v a l r ybrigade dismounts acto) and a small needle file,
removed when the unit fulfiis its rally requirements.
and fights on foot, a number of its stands are converted into remove any flash metal and mold
Low on ammunition marker. A brigade andlor mil- horseholder markers. A horse holder is converted backinto a lines left by the casting process.
lery piece becomes low on ammunition when an unmodified mounted cavalry stand when the brigade mounts up. A Next wash figures in a warm,
"10" is rolled on the Musketry & Cannonade Table. The horseholder marker is a stand consisting of a single cavalry soapy solution to remove any
marker is placed adjacent to the brigade or battery to indicate figure holding the reins of &ree or four horses. mold release agent. After figures
its status. It is removed after the b r i g a d e l d e r y stand are dry, apply a white or grey
retreats to replenish ammunition. A single figure loading a Breakthrough marker. Anattackingbrigadethatobtalis undercoat. Floquil and Testors
weapon or reaching into a cartridge box is recommended for a "swept from the field" or "driven back" result on the charge market ready-made primers, in
a brigade. table is marked with a breaktbrough charge marker. Any bottle or spray-can, that work
brigade with such a marker is entitled to a +1 modifier if it well. This undercoat protects
Damaged battery marker. A battery that suffers a conducts any furdier charge combat diat turn. A break- the metal figure from deteriora-
damaged combat effect is labeled wirli a damaged battery tluough charge marker is a stand consisting of a single figure tion and helps other paint stick
marker. Ir stays with the battery fortbe remainder of the game waving a sword or flag. to the figure. Once the primer is
or until the battery is destroyed. A 314" base containing a dry, figures are ready to paint.
wheel, slain horse, or gun wreckage is recommended. There are three basic types
of paints: Artists oils, enamel
Limber marker. When an artillery stand limbers up to hobby paints and water-based
move, a limber marker is placed with die gun stand. The gun acrylics. ' ~ r t i s t oils
s are readily
stand is placedin tow behind thelimber. This marker is astand Paintingminiaturefigures to equip awargame armydoesn't avaiiable and give a unique lus-
consisting of an artillery limber (a small two wheeled cart), a require great artistic sldl. By following a few simple steps, ter, butdryslowly and you must
driver, and a two horse team. A four horse team is optional. even beginning painters, with reasonable care and moderate mix your own colors. Enamels
When the battery unlimbers, the stand may be placed in close effort, can turn a crowd of unfinished figures into proud mini- (such as Testors, Humbrol, or
proximity for visual effect or removed from play untii it is ature soldiers ready for battle. Floquil) come in a great variety
of useful, pre-mixed colors and
cover well, but use hazardous
Several kinds of markers are irsed to indicate cl~angesin a brigade's or battery's statirs, orde>;or movement mode. turpentine or di-sol for rhin-
&g. Acrylics are readily avail-
able, comeintubes ortheready- The key topainting an army is to irse an assemlly lineprocess.
mixed type made by Polly-S or
Howard Hues, and use water as
a thinner. ~heiechniquebelowis based on acrylics, but many how quickly you finish painting a unit.
painters use a mixture of paint rypes. Asyou becomemorepracticed, you canuy moreadvanced
Brushes are made of nylonor of natura1hair, suchas camel techniques. One is "washing". To apply a wash, take a darlt
or sable. Nylon brushes cast less, but namral brushes are color, suchas blackor brown, thinituntiiitis almost transpar-
better qualiry and are more durable. Buy a selection of sizes: ent, then wash it over the figure with a large brush. The darlt
a 3"OU,a 1 "O", a 1, a?, and a 3 or4. Avoid the mistake of using wash wiiiflow into the folds and creases, and give the effect of
too small a brush, use the largest brush possible for the area depth. To go one step further, try "dry-brushing". Lightly
being painted. After use, always clean the brush in warm, touch a soft #4 or #S bmsh in white, khaki or tan paint. N e s
soapy water and form the tip into a point. stroke the brush on apiece of scrap paper to remove almost all
The key to painting an army is to use an assembly h e the palit. When this is about dry, brush over the figure very
process. Firstpaint one detail on afigure, then paint that Same softly. The almost dry paintwill bepickedup on the high areas
detail on another figure, and so on. If you are just beginning, of the figure. These two techniques w i l really bring your
work with 3 to 5 figures at a time. Then try putting a brigade figures to life.
on the assembly h e . The f i a l step is to protect the paint job. Since wargame
To start,paint all flesh areas, such as head, hands, legs, etc. figures are sometimes rougldy handled on the field of b a d e
This starts to give eachfigure character, and Iers you see him as (war is hell!), one or two coats of clear lacquer or clear acrylic
a miniature soldier. Next paint the color that covers the should be either sprayed or brushed over each figure.
greatest amount of the figure, usually the coat or pants. If That'saboutalltbereis toit. Don'tbeafraid toexperiment
possible, paint dark d o r s over lighter colors. With acrylics, with new techniques or aslt other painters for tips. Most
by the time you are finished painting one color on the last painters will be flattered at your interest and willing to share
figure on the assembly h e , the first figure is dry, and you can [heir experience. With practice, you will discover your own
start another color. Using this method, you'll be surprised best way.
directly to a division. The Union army als0 lias an artillery order as a p i d e . You can thus build a reference guide to the
reserve which gives the army commander the ability to assign different army organizations by year and theater. Future
batteries to individual commanders when needed. volumes will cover rlie other major banles and we hope to
Oneoftliemostflesiblefeaniresofthegamesystemistlie provide an order of barde for most major battles of the war.
removal of complete stands as casualties. It is nor necessary to The selection of Gettysburg is an excellent starring for
worry aboutremo~ntin~~ourfiguresfrombartle to battle and your army and can easily be adapted to non-hisroric scenarios.
year to year. All stands are equal and act as a vast replacement Recommended Order of Battle reference sources are &
pool. The stands wil1 supply changing brigade strengths from Official Records of the Civil War and Battles and Leaders of
battle to battle and year to year. If you want to keep a large The Civil War.
inventory of different brigades, al1 you really need is a supply The actual organizational procedure is quire simple.
of different command stands labeled for tliose brigades. It is Players should select a corps size command for the Union and
recommended thar a player build 10-12 brigades per side to a division size command for the Confederates as their basic
supply a minimum LSVO player game. forces. Determine the manpower of the parent force (Union
Ir is very important ro create a master written Order of corps or CSAdivision). Divide thatstrength toral by either the
Battleforyourpermanentrecord.Youmayuse theGettysburg 150 or200(menperstand)scale to determine the totalnumber

A noutlineoftheimporrantorganizationaldetailsand
scenario design is presenred in this section. There
are five scenariosprovided in this bookwhich allow
you ro refight [he three days of Getrysburg. Funire books in
this serieswillpresentotliermajorbattlesof thewar. Forthose
200 Scale. 1" of terrain equals about 60 yards, 1 stand of
infantry or cavalry equals abouc 200 men, and 1 stand of
art&ry equals 8 p n s .

One game turn simulates a half hour of barde in all scales.


wishing to refight their favorite banles, the following guide-
lines are presentcd to aid in the creation of balanced, playable
scenarios. This sectionalso contains necessarysetup informa-
tion for the Gettysburg scenarios. THEORDER
OF BATTLE

The nest order of business is the same problem faced by


any army commander. How do I organize this mob inro a
fighting force? It is recommended that you select the year of
bartle and then select an army as a model. This text uses 1563
There are nvo scales used fordistance, troop strengthper and the army orgezation found at Gettysburg.
stand, and number of artillery pieces perstand. Players decide The various stands are organized according to an Order
whicli scale to use depending upon their army size and gaming of Battle.The Order of Battle is the organization of an army at
table. The Gettysb~r~scenarios are designed on the 200 Scale. the time the battle was fought. Anumber of troop stands and
one command stand are grouped to form a brigade. From 2 to
150 Scale. 1" of terrain equals about 45 yards, 1 stand of 5 brigades and 1division leader stand comprise adivision. Each
infantry or cavalry equals about 150 men, and i stand of corps leader stand commands 2 or 3 divisions. From 2 to 6
ardlerv eauals 6 euns. batteries (zun stands) are distributed to each corps o r a ~ s i ~ n e d {ribal Earlv's Diuision arsrialts the Union position on Cemeterv Hill on t l ~ eeveninn o f Idv 2nd.
worn, and spent levels are determined. In some scenarios a
,f stands for the c o m a n d . This number of stands is the p i d e
player may lower a brigade's rating to represent a unit that
ised to round off the brigade strengths. It is important that the
force marched to the battlefield, or perhaps one that suffered
:otd number of stands of a corps or division be as close as
heavy losses from the previous day's fighting. Please note that The superior abilities of certain division, corps, and
mssible to its batdefield strengtb, rather than an exact count
theratingsystemapplies to infantry and cavalry brigades only. brigade commanders are r e c o g ~ z e dby rating these deserving
b r each brigade. Youmust deductone standfromthe totalfor
There are no fresh, worn, and spent levels for batteries. The commanders as exceptional. The process of rating leaders is
:ach battery assiped to the division or corps, to represent the
differencesbecweenunion and Confederate aniüery are built very subjective, and is one of the most difficult taslcs of
nen assigned to artiiery crews. Next, find the strength for
into the Range and Fire Point Chart. scenario design. Leaders varied in their performance from
:ach brigade and divide by the scenario scale (150 or 200),
A brigade's current level of effecriveness is expressed as battle to battle, and as they progressed in rank. For example,
-ounding down. Compare tbe total number of stands in each
a die roll modifier on the Maneuver and Charge Combat the A.P.HiLI rated exceptional at the Battle of Antietam, was
~rigadeagainst the corps and division total and add any
Tables. A fresh unit adds a +2 modiiier to the die result when not exceptional in game t e r m at die Battle of Gettysburg. A
idditionalstands to the largerbrigades. Thus ifa CSA division
rolling on either table. Worn troops have no modiiier. Spent good rule of thumb is to limit exceptional leaders and brigade
jhould have4Ostands, and your brigade countis 38 stands, add
troops give a -2 modifier to the die result. commanders toperhaps 10% of the army's total. To determine
me stand each to the w o largest brigades.
The b r i ~ a d eeffectiveness level remains constant what leaders, if any, wil1 be rated exceptional, the scenario
EXAMPLE: Tbe historical battlefield strength of Pickett's throughout a ilayer turn. If the brigade loses stands for any designer is advised to refer to several books andlor historical
Infantry Division at Gettysburg was 5,473 men and 18 guns. reason in nny oneplayer turn, the effectiueness level is not board games dealing with the battle. A leader's rating can be
5,473 divided by the 200 Scale yields 27 stands. The 18 guns redicced in tl~ntplayerturn. The lower level wiU begin in the determined by howweli his commandperformed historically
divided by 8 (200 Scale)per gun stand equals 1 gun stands. The very nest piayer turn. during the battle.
equivalent of 2 stands is tben deducted for tbe artillery crews Exceptional corps and division leaders increase the value
leaving 25 troop stands of infantry. The strengths of Pickett's EXAMPLE: An 8 stand Union brigade beglis the Confeder- of their die result modiiier by one additional point when
three brigades were Armistead 1950, Kemper 1634, and Gar- ateTurn "fresh" (81715). It is charged by a 9 stand Confederate rolling on the Maneuver Table. Brigade commanders are
nett 1459.Thetroopstandsaredistributedproportionately10, brigadewhichis also "fresh" (101815). Duringfire combat, the irrelevant to the play of the game uniess they are rated excep-
8, and 7 stands. Pickea's Division in miniature would be as UNon brigade loses two stands reducing it to 6 stands and the tional. Exceptional brigade commanders add one to the die
follows: Confederate brigade loses one stand and has 8 stands remain- result when rolling on either the Maneuver Table or Charge
Pickett-l division leader stand ing. Both brigades would be counted as fresh for the charge Table.
combat because they bothbeganthe ConfederateTurnasfresb Exceptional leaders that were killed, wounded, or cap-
Armistead's Brigade-9 troop stands brigades. Inthe melee that follows, each brigade loses another tured are removed from play for the duration of the battle. A
and 1 brigade c o m a n d stand stand. It is now die beginning of the UnionTurn. The Union replacement leader cannever be rated as anex~e~tionalleader.Figirre 4. Labezingfora colps leader, rlivision leader, brigade
Kemper's Brigade-7 troop stands Brigade now has a strength of 5 and is rated spent. The The only brigade commanders that may becorne casualties are command stand, and battey.
and 1 brigade command stand C~nfederateBri~adenow has astrengthof 7 andisratedworn. the exceptional brigade commanders. If the exceptional bri-
:ade commander becomes a casualty, the brigade simply loses
Garnett's Brigade-6 troop stands Fintre 3. Bripade Effectiueness Table. the exceptional rating for the balance of the game.
and 1 brigade command stand
Division Arrillery-2 gun stands (batteries)
A labeling system is used to track the chain of command
on the battlefield, identify brigades and leaders, and to provide
an easy referente to a brigade's effectiveness level. Before
beginning a battle, a label is prepared for each brigade com-
mand stand, gun stand, and leader. A 314" by 112" adhesive
Each cavalry and infantry brigade has three effectiveness label is best for this purpose. The label is simply placed on the
levels; fresh, worn, and spent. A fresh brigade represents bottom of the command stand.
troops newly committed to battle at full battlefield strengh. The information required to prepare the labels for the
The unit's effectiveness level will drop to worn, and then to Battle of Gettysburg is provided in the historica1 Order of
spent as stands are removed to signify mounting losses from Battle on pages 63 and 64. Each label contains specific infor-
combat. mation as described in this section.
The number of stands that a unit must lose to lower its
effectiveness level from fresh to worn and then to spent is Brigade command stand label. This wiü contain the
determined before the battle beg'is using the tables below. division leader's name, the brigade's name, the brigade's
The scenario desiper must first consider the relative troop effecriveness levels and, if an exceptional leader, [he letter "E".
ratings: crack, veteran, or green, found on the Brigade Effec-
tiveness Table, displayed in Figure 3. When creating an order Battery label. This wil1 state the division orcorps to which
of battle the scenario designer assigns each brigade a battlefield the battery is assigned. This plays an important r o k in the
suength (total number of stands) which is scaled to the actual gun's ability to uniimber.
strengths of a brigade in anhistorical battle orassigned forplay
balanceinafictitiousscenario. By cross-indexingthe brigade's Division or corps leaders label. This wiU contain the
dentificatioii labels are plnced mier- the base of each leader, corps or division ID, the leader's name and, if exceptional, the
strength with the appropriate troop rating, the unit's fresh,
iri~adeconinland starid. aiid batten.
Reinforcements are off table units that enter at a desig-
nated time and place. A goed example are the Confederate
forces arriving on the First Day of Gettysburg. It is very
The playing area should be a steady waist hi,-h table. A important to properly determine the turn and place of arrival
:omfortable playing size is 6' x 8 ' for w o to four players. If for play balance. The best way to determine die time is to
nore players are participating, expand the lengtli of the play- count the distance backwards from the histoncal time of
ng area. Always try to keep the widtli about 5 to 6 feet for contact with [he enemy to the arrival point. TIus distance is
:onvenience of reach. then divided by the unit's movement rate to determine how
The terrain for non-historical batdes should reflect that many mrns it wil1 take to arrive at the designated point. You
3f famous bartlefields. Cornfields, wheadields, orchards, and now can determine the unit's histoncal appearance on the
itone walls were found on many bartlefields. The key gaming table.
:onsiderationis to ensure that theplaying area does not hinder
;ame play. As the creator of a scenario, you may choose to random-
Whether a battle is historical or fictional, keep your ize die historical appearance time of au&. Players are usually
>attlefield simple. Terrain features that should be set out are too famiiiar with the historical times of arnval at Gettysburg.
:hose that affect movement andlor combat. Major roads, One way to avoid this is to appoint arefereeto overseeasecret
:owns, dense woods, broken ground, sunlten roads, stone die rollfor each reinforcement tliarwill determine whether the
walls and streams are good examples. Hills and elevation historical times of arrival are to be varied. Tlus wil1 change the
variations should be easily visible to the eye and clearly historical flow of the batde but wil1 present the players with a
marked. Wliere hills or ridge lines affectplay or blockline-of- very interesring scenario and will help to recreate the fog of
iight, use s m d stones or lichen to mark the cresc. Additional war. To randomize arrival times use a 10 sided die and the
ierrain may be added for visual effect only. Rail fences and following table:
individual buildings, such as farms, are good examples. Lichen,
j m d stones, or individual trees may be added for color. Die rol1 Resirlt
I'o determine whicli terrain feanires played a major rok, you
ihould refer to accounts of the selected banle. Sources to be
mnsulted for information on the terrain of apanicular battle-
field include: Battles and Leaders of the Civil War, &L&
ficialRecords of die Civil War, andThe West Point Atlas of the T11e Iron Blignde strikes thefznnk ofArcher's Confederates as tbe lead elements of
American Wars. A detailed p i d e to the building of generic
the I Corps relieve the dismortnted Federnl cnvnly ofBriford's Division on Jrdy 1st.
battlefield terrain will be found later in this book.
Figztre 5. D a w n to Diuk Tables

Most scenarios do nor start at dawn and end at dusk. In


determining [he time the battle begins and which side moves
The last step is the placing.of your forces on tlie table.
~

first, the scenario designer should talie into consideration the


The status of a unit in the game wil1 be one of the following:
This table may be used with any bartle, historical or fictional. ~pposingarmics deploymenq the tactical situations, and
acrivated units. reserve units and off board reinforcementS.
~bjectivesof the attack. Ir is suggested that wluchever side is
The status of each unit should be indicated in al1 scenario
:he attacker should move first.
setups.
A good example of variable scenario starting times is the
Activated units are those that are commined to harde and iecond day at Gettysburg. Longstreet's I Corps launched its
ready for the player to move. Ir is suggested that scenarios inack sometime after 400 in the afternoon afterlosingseveral
begin with these troops within two to tluee moves of each PLAYING
TIME iours counter-marching to avoid h i n g observed. To play a
other to maximize your batde time. Battle and Leaders of the iistorical scenario, the first half hour game turn could start
Civil War and The Official Records of the Civil War are good xith die 4:00 or 430 P.M. Confederate PlayerTurn. A " ~ h a t
If you are designing your own scenario you should
sources for troop commitment times. remember to plan the game to fit the amount of time you have f" scenario could be created by dowing the Confederates to
xgin their attacli at 1:00 P.M. as planned.
to play. The intention of the design is to provide an easy to
Reserve units are those that beg'm a game on the playing The number of game turns in a battle will also depend
karn fast playing system. It will take an average of 20-40
ipon the time of day the battle begins. Battles were rarely
table but may nor be moved until they are committed to batrle. minutes of playing time to play the historical half hour game
Reasons for a unit to be in reserve are its distance from the and ought after nightfall. Armies would use the night either to
turn. Tllis will vary dependimg on &e number of
vithdraw, rest, or redeploy. In addition, command control
battle, a commander's ability to commit troops to battle, lack brigades. A large multi-player game such as Gettysburg may
iroblems increased greatly in [he darlc. Refer to Figure 5 to
of command coordination, or simply play balance of a sce- rake as long as an hour of play per game turn. A battle
nario. Good hisroric examples of reserve status are the Union letermine the amount of dayiight available for batdes. keeping the game moving at a good pace. The game is more
involving 2 3 experiencd p[ayers per de, comand-
V Corps on the second day of Gettysburg and die Union The referee or one specified player shouid be the time enjoyable whenplayers have a time limitper Maneuver Phase,
ing a Union corps or Confederate division, shouid take less
forces encamped at Shiloh. Leeper. He should record the completion of each player turn rather than an unlimited amount of time inwhich to plan each
than 30 minutes per game turn.
nd game turn. He should also have the responsibilicy of inch of movement.
Fiairre 6. Caszralty Points Chnrt

The battle is won by the side that accumulates the most


iictory points. Victory points are totaled at the completion of
.helast game turn of eachscenario. Afterbothsides total [heir
ioints, the Ieziel of ziictory is determined. The scenario de-
;igner must determine whar constitutcs a decisive victory,
:actieal victory, or draw. The victory conditions for the five
cenarios presented in rhis book illustrate several approaches
:o this question.
Victory points are awarded for reducingthe effectiveness
evel of ene;; brigades, eliminatingenemy gunstands, enemy
eader casualties, and control of geographical
- - . objectives. It is
.ecommended that each player record on a master roster bis
irigades' effectiveness levels as the game progresses to speed
ip the p i n t count. The victory point (W) schedule for
:asualry is detailed in Figure 6.
The referee should determine what features are key
;eographic objectives before starting a batde. The terrain
jhould have a role to play in the outcome of the battle.
Recommended terrain types are hilltops, key ridge lines, river
:rossings, key raad junctions or exits, supply l i e s , a town, or If possible, one person should be designated the referee
'ield fortifications. Examples of major terrain at Gettysburg to oversee all game activities and clanfy any rules questions
ire Little Round Top, Cemetery Hill, and Culp's Hill. that arise. Since the decision of the referee is final, he should
Victory points are assigned to terrain objectives by the be very famiiiar with the mles. The referee may also be a
icenario designer. Tlie number of points awarded sliould be participant in the game, but neutrality is guaranteed if he does
-elatively smail. The First and Second Day scenarios for the not actually play. If auniquesituationarises thatis notcovered
Battle of Gettysburg listed elsewhere in this booli illustrate by [he mles and a referee is not present, use common sense to
:liis point. resolve the situation.

Depeilding rrpoii tire scole clioseii, this seveii stand brigade wil1 represei1 1,030 or 1400 nieii

TABLES
T & CHARTS
his section explains in detail d activities allowed in
the three phases of each player turn. Constant refer-
ence to the mle book should not be necessary once Al1 information necessary to play the game is clearly
players have become familiar with the rules. displayed on a separate Tables Br Charts Card provided with
the game. Players wil1 usuaily find it necessaj to use one or
more tables and charts during each phase of a turn. How to
read and use each table and chanis explained witlun each mles
section for the phase in which they apply. The tables and
The wargame battle is fought in segments of simulated charts are as follows:
time. Each half-hoursegment is represented by asingle game Playing Sequence Chart. Provides an o u t h e forplay-
turn. Each half-hour game turn is divided int0 an altemating inga half-hour of battle.
Union Player Turn and a Confederate Player Turn.
Each Union and Codederate turn consists of three Maneuver Table. Provides the information necessary for
phases thatmust beplayedin thesequence outlinedonpage 18. moving units, changing formation, or removing disorder
A phase must be completed before proceeding to the next markers.
phase. A player turn ends after al1 three phases have been
Movernent Rates Chart. Provides information on the
played.
distances units and leaders may move; and terrain effects upon
After completing bath player turns, a game turn is
movement.
completed. The designared time keeper marlcs off anotlier
completed half-hourof battle. Players then bepin thenext half-
u
Musketry & Cannonade Table. Provides theinforma-
h o u game turn. tion necessary to resolve each fire combat.
Range & Fire Points Chart. Used in conjunctionwith Players should total their modifier values before rolling
the Musketry and Cannonade table, this chart provides infor- tlie die.Then rol1 and cal1 out: the basic die resul5 tlie cumula-
mation on the relative effectiveness of weapons used in fire tive modifier value, and the modified die result.
combat.
EXAMPLE: Aplayeris rollingforaunit that has a + l modifier
Fallen Leader Table. Used in conjunction with the Mus- and a-2 modifierforacumulative modifier of -1. He thenrolls
ketry and Camonade table, rlus table is used to determine if a a basic die result of 8 and announces "eight minus one equals
seven." The 7 result would then be indexed on tlie table.
leader attached to a unit has become a casualty during fire
However, if this were an attacker's result in a charge combat,
combat.
die defender would also c d out his basic result, cumulative
Charge Table. Provides the information necessary to modifier, and modified result of, "six plus nvo.equals eiglit."
After deducting the defender's resultfrom the attacker's either
resolve each charge combat.
player announces "attacker loses by minus me." The die
result difference of -1 would dien be indexed on die Charge
Table to find the effect.

Table effects. The modified die result is indexed to a table


effect. Each table effect is listed with a descnptive title (in bold
In order toplay die game,players must have one ormore letters) followed by a short narrative describing what actions
ten-sided dice, also called decimal dice, which can be pur- the players must take. Actions wiü require theplayer control-
chased in a toy or hobby shop. Multi-player games will h g [he affected units and leaders to:
proceed more quickly if each player has his own die to roll. Remove one or more stands or leaders
Wlien a "O" is rolled it is rendns a "10"resirlt. The dice should = Place or remove disordered marlters on brigades
be rolled on a hard, flat surface, preferably in a s h d o w box or
uay within easy reach. Tlus will keep die dice from knoclcing Place silenced or damaged markers on batteries
over die minianire figures, and away from irregular batdefield Place low on ammunition marlters on brigades or batteries
terrain and the edge of the gaming rable. Restrict movement or change of formation
To use dl tables except the charge table, players must
foUow a simple die roll procedure. Tlie number rolled on a Continue combat
single decimal die is called die basic die result. Die roll modi- Conduct retreat movement
fiers reauire numbers to be added or
- L

subtracted from the basic die result to


A Rebel battleline stoutly holds its ~ r o n n da,qaiiist successiveYonkee assanits. getamodifieddie result. The modified
result is indexed on die table to deter-
mine the effects of the die roll.
When resolving a combat on the
Charge Table, both sides rol1 a die.
The defender's modified die resulr is
subtracted from the attacker's modi-
fied resulr to getadie resultdifference.
The difference is dien indexed on the
table.
When none of die modifiers
listed for a table are applicable, the
basic result is used. Tliere are no
modifiers when rolling on the Fallen
Leader Table and the basic result is
applied directly to the table.

Die rol1 modifiers. Each die rol1


modifier's plus or minus value and
description is listed in a column adja-
cent to each table. The modifiers listed
generally do nor require additional
explanation. Those .that. do are
explained in rhe rules tor the phase in The decimal dice shorcld 6e rolled on n Iinrd..,flat ncliace.
, .
I w k c h the modifiers apply. A pvefernbly in a sbnllow box or tray witbin ensy reach. I
leaderis attached bysimply movinginto contactwithanystand
of the brigade. Leaders that began theplayer turn attached may
either remain attached to the brigade or detach from the
Beforc maneuvering any of his brigades and batteries, brigade. The newly detached leader is positioned 2" to the
the player must first determine each leader's status as being center-rear of tlie brigade.
either nttnclied or detaclled. An attached leader personally
takes command of a single brigade. A detached leader influ- Attached Leaders. An attached leader has no command
ences al1 brigades of his commandwithin his command radius. radius. The leader only modifies the brigade to which he is
The command radius is an 18" distance within tlie leader's attached. The bcnefit of attaching a leader is [he additional
he-of-sight that extends in al1 directions. modifier the brigade receives in the Maneuver Phase and the
Leaders have a basic movement rate of 18". They may charge combat modifier.
freely maneuver in any direction. They may combine off road I t is important to remember diat a leader may nor move
and on road movement in the same rum. more than its 18" movement distance in a single game turn.
The newlv atrached leader wil1 comolcte anvremainineu move-
mcnt whenthe brigade attempts co maneuver. TheBrigade and
leader now move rogether as one unit. Tlie w o may be limited
to the balance of movement of the leader or any brigade
A T ~ A c H m ~D ~ T A c H 1 ~ G movement restrictions, whichever is less.

Tlie second action of the ManeuverPhase is to attach or EXAMPLE: A leader has moved 10" to mach t o a brigade. It
detach leaders. Leaders that began the player turn detached has 8 " of movement left. If the brigade rolls a "well handled",
may be moved and atrached to a brigade of their command. A the w o may move only a masimum of S", the balance of the

Figlire 7.Attached nnddetacl~edleaden.Tlle colps commnnder The ZndDivision conzmnnder isfirst moved to, and tben
overlooking bis commandfrom n hill, gives a +I modifier to nttacl~edto, l i s 1st Brigade. This Iender is nor rnted exceptionnl
encl1 ofthe tbree brigades within l~~scommnndi-adiirs. TheZizd andgivesa+2 modifierto t l ~ abrigadeonly.An
t attacl~edleader
Brigade of bis 2nd Drvirion is over one fiill m o m t e d move hns no conzmnnd radiiis nnd tberefore cannot mod;f,ianyotber
distnnce (18")nwnj, and does nor receive bis m o d i f i e ~ brigade.
T h 1st Division commanderisan esceptionalleaderand A n exceptional brignde commander is leading t l ~ e2nd
applies n +Z modifier to bis 2nd Biigade only. His 1st Biigade Biignde in t l ~ 1stDivision.
e T h leader is intrinsicallypai-tof the
isnotwithiizI~isliize-of-sightandtl~ereforecnnnotbemodified, biigade nnd is not represented by a leader stand. T l ~ brigade
e
T l ~ etwo brigades in tbe 2nd Division cannot be modified i-eceives a +1 modifier, in addition to al1 otl~erapplicable
Brigade formations, clockwise from left: march colrcmn, field column, line of battle, sripported (dorible) h e . becaicse theyare notwitl~inthe IstDivision'scl~ainofcommand. modifien
I f the leader was attaclxd bis mod$er worcld be +3.

The player anempts to maneuver each leader, brigade,


and battery under bis control during the first phase of aturn.
Confederate stands maneuver only during the Confederate
Turn and Union stands maneuver only during the Union
Turn. The player rolls for each brigade individually on the
maneuver table. He must complete the movement for each
brigade before he rolls for any other brigade. Division and corps leaders removed from play due to
Actions areperformed during the phase in the following combat are replaced in the game by newreplacement leaders.
irder: The only brigade commanders that may become casualties are
l. replace leaders the exceptional brigade commanders. If tliis occurs, [he brigade
simply loses [he exceptiondrating for the bdance of the game.
2. mach and detach leaders The player begins the Maneuver Phase by replacing all
3. maneuver brigades and batteries fallen orcaptured leaders. These leaders remain out ofplay for
4. move detached leaders one friendly player turn. The brigades of the lost leader's
command lose the benefits of the leader's modifiers until he is
After theplayerhas completed maneuvering the brigades, replaced. Tlie replacement leaders are returned to play on the
xtteries, and leaders that he wishes to move, the Maneuver second friendly playerturn. The replacemenrleaderis placed
Phase ends and the 2nd Phase-Muslcetry 81 Cannonade adjacent to any brigade of his command. A replacement leader
2egms. can never be rated an exceptional leader.
leader's move. If the brigade rolls a "tardy," the two may only units. A he-of-sighr cannot penetrate through more than 2" Fignre 8. Maneirver Tableprocednre.
move 6 " , the maximum movement of tlie brigade. of town or woods. Elevationchanges may als0 bloclrline-of-
sight. To measure distance ,the player must be able to trace a
Detached Leaders. A detached kader gives a die rol1 path from the leader to the brigade not to exceed the full
modifier to each brigade ofbis commandwithin his 18" com- movement of 1s". ~ hpa& i does
~ havet. be craced in
mand radius. The advantage of having adetached leader is the astraightline and it must go around impassableterrain, enemy
ability of the leader to modiy a large number of brigades. brigades, and enemy batte&s.
Division Ieaders may modify al1 brigades of their division.
Corps leaders may m o d i al1 of the brigades of all [he Exceptional Brigade Commanders. Scenario Orders +l For each detached corps Q z ~ i t tbe
s field-the entire brigade Retire-brigade retreats a
divisions of their corps. of Battle wiü list certain brigades as being commanded by or division leader within skedaddles and is removed from plav.
command radius (+2 if move.
Detached leaders move after al1 brigades and batteries ex~e~tionalleaders. This exceptionalcommander is part of the
have completed their movement The players should keep in
mindthat [he positioning of the detachedleader during move-
ment wil1 be important for the following player turn. The
brigade and is nor represented by a separate leader stand. If a
brigade has an exceptional leader, the brigade's label wil1
contain an "E". Esceptional brigade commanders m o d i the
+2
leader is exceptional)
For each attached coqs
or division leader (+3 if
leader is exceptional)
Broken-brigade retreats a full move in
disorder and one stand skedaddles. I Disengage-brigade reueau
beyond enerny musketw range.

ahility of a leader to modiy the next maneuver die roll of bis die rolls on the Maneuver Tahle and add a modifier for charge
combat. These commanders may become casualties as would +l Exceptional brigade
subordinate brigades wiü he affected by where he is placed. co~nmander
any other leader. They have no replacements. Tardy-brigade halves movement
Command radius. EachDetached leader has a command +l In column formation Shaken-brigade rallies 2nd holds ground. and
chanee formation,
radius of 18" in al1 directions within his he-of-sight. This Figure 7 iüustrates how leader modifiers are distributed +2 Fresh troops
distance is not affected by terrain movement effects. It cannot
be traced through impassible terrain and enemy brigades. A
leader must be able to sec a brigade to command it.
to a corps of two divisions of w o brigades each. -2 Spent troops Rally-brigade rallies and may move half
hut cannot chanee formation. 1 Wel[-handled-brigade conducts
normai movement or change of
formation.
PROCEDURE: A ruler is used to determine a detached MANEUVER PROCEDURE
leader's line-of-sight and the distance to his brigades. Tlie
line-of-sight is traced in a straight line from the closest edge of ABrigademirst rolion fheManeicver Tableifitnttempts
the leader stand to any edge of any stand in tlie subordinate to move, change formation, or begins theplayer tirrn disor-
brigade.Theline-of-sightmay pass throughfriendly orenemy dered. The owningplayer selects one brigade, roils the die for
it, and completes its movement according to the table effects leaders in its cl~ainof commnnd. All leader modifiers are
beforeproceeding to the next brigade orbattery. A disordered cumulative. The brigade could receive modifiers in any one
brigade must attempt to remove the disordermarkerwitha die maneuver phase from its exceptional brigade commander, its
roU on tbc Maneuver Table even if a player does nor intend it division leader, and its corps leader. The modiiers may be
to move or change formation. A die roll is not mandatory for even greater if the division and/or the corps leaders are excep-
a brigade in good order that remains in its currentposition and tional. The brigade effectiveness level may add (if fresh),
formation.Leaders and batteries do notrequire adie roll on the subtract (if spent) or have no effect (ifworn) on the manuever
Maneuver Table to maneuver. die roll. Brigades in field column or march column receive a
The procedurefor using the Maneuver Table inFigure 8 plus one modifier.
is as follows:
STEP l: The player selects a brigade and determines which die
roll modifiers (1) apply. AU modifiers are then totaled.
STEP 2: Tlie player rolls a decimal die to obtain the basic die
result. ALI modifiers are applied to determine the modified die
Brigades and batteries are kept in order on the batdefield
result. The modified result is found on the die result (i)
through the use of formations. Each formation has its particu-
column.
lar tactical advantages and disadvantages. As the army com-
STEP 3: The die result is cross-referenced to the appro~riare minder, it is important for you to have your units in the right
iffects column. The brigade is then maneuvered according to place at tlie right time in the riglit formation.
the effects iistcd in the appropriate column. Disordered brik
gades use the Disordered Effects column (3). All other bri- Line of Battle. Thisis the mosieffectiveformarionto maxi-
gades use the Good Order Effects column (4). mize a brigade's fire power. Itis formed by placing a brigade's
stands in a single h e , the side of each stand touching tlie side
of the stand(s) adjacent to it, with al1 stands maintaining the
Same facing. Tlus formation is used by infantry brigades and
mounted cavalry. Ir is the only formation dismounted cavalry
is allowed to form.
Maneuver Table modifiers are awarded for leadership,
xigade effectiveness, and column formation. Leader modifi- Supported Line of Battle. TlGs is a double h e of batde
.
beneftt for being within the command radins of the corps lender. m are based on [he leader being attached, detached, and/or that adds depth for charge combat simations. TNO h e s are
xceptional. OnebriRademay benefitfrom themodifiersofall formed, with half rhe stands in the front line and half in rhe
second line. Thesecondline must be within 1" of tlie front liie. cannot engageinfire or chargecombat.Horse- Figrrre10. Artillery movement modes. Artille y
The stands must be distributed as eveniy as possible between holders remain in their unit's rear and must itsfirll movement rate. Unlimbered artillery
the two lines to tlie extent that losses are taken from both Lines advance and retreatwith their brigade. When canfire in t l ~ enextphase. Altilley C moves, rrnlimbers and attaches to n12
to maintain the formation. Each line must have al1 stands the brigaderemountseachhorseholdermarker infantiy brigade. One stand in tlie brigade shifts to t l x l e b to make room for
touching and have the Same facing as described above for h e is replaced by a mounted cavalry stand. tbe battery. Becanseitmovedand rtnlimberedbattery Cwillnot beable tofïre
of battle. Only thefrontranlcmayfire innormal musketryfire, Refer to Figure 9 for an example of in tbe nextobase.
-
but 60th ranksmayfireiftl~eirnitU-engagedinchargecombat. cavalry movement modes.
In charge combat, a + l modiieris awarded toa brigadein this
formation. It is also possible to form a supported line of battle Artillery maneuver modes. Artillery
by having one brigade in the fust h e and asecond brigade po- stands function in one of nvo modes, lim-
sitionedwithiní" of thefrontline thusformingthesecondhe bered or unlimbered. Limbered guns are
of support. This second brigademust have at least half as many attachcd to limber markers and are able to
stands as the fust brigade to provide a supported h e . If the move. Limbered guns pay no penalties for
second brigade is too smal1 to provide tlie required number of facing changes. They als0 receive the road
stands, then a third brigade may be placed beside the second movementbonus.If the owningplayerwishes
brigade as part of the supported h e . These brigades together to use the gun stand in fire combat, it must be
must have at least half as many stands as the first brigade. This unlimbered. An unlimbered gun may not
formation is used by infantry brigades and mounted cavalry. move, though itmay changeitsfacingup to 45
degrees, and may conduct fire combat. It
Field Column. This is a massed column used for massed counts as one stand in charge combat.
assaults and open field marches. A brigade is formed into
Changing artillery modes is nor a func-
siiccessive
.-...... Iines nvo- stands
-~~~ wide. All stands must be touchine
0
tion of movement but rather the number of
~ ~

and have the Same facing. The column is more flexible during Figrrre 9. Cavalry movement modes. A n eigbtstand brigade
maneuverphase actions thatastand is allowed
movement. It receives a + l on the Maneuver Table and can dismoirnts and advances halfthe dismoirnted movement rate
toperform in asingle turn. An artillery stand
freely change its facing direction. Ir costs half of a brigade's of 6". Two stands are replaced by horsebolder markers and
(battery) mayperform any iwo of the follow-
movement to form field column from line of batde or march placed in the rear.
ing actions in a single maneitverphnse; lim-
column. After changing to field column, the brigade may then
ber, unlimber, move, change facing while un-
use its remaining- half move. Ir fires and fights as a supported
Cavalry maneuver modes. Cavalry innv man~.uvcrin one limbered, or fire. It is possible to move and
line. Ir is n mor: vulnerable target ro rnemy fireand rna).sufIer
unlimber. It is not possible to move, d i m -
t'rorn Lmfihde and othcrfire modifiers. Srnall brizadesof three ol [wo modes, mounred or dismounted. \Vhen it is mounred,
ber, and fire in the Same player turn.
or four stands lack sufficient mass to form afield column and the brigade may use any of the four basic formations. When
mounted, the brigade has the advantage of speed and maneu- A d e r y may unlimber only when
are treated as a supported line of bank when deployed two
positioned by a leader as described below.
stands wide. It is used by infantry and cavalry brigades. verabiliry. Itwill, however, suffera+l die rol1 modiiier if fired
Artillery does nor requue a leader to limber-
upon. As [he Civil Warprogressed, cavalryweaponry and tac-
March Column. This formation is generally used when tics improved. Cavalry brigades were able to dismount and up, move, or remove markers. Artillery that
brigades are marching on roads, but it may be usedfor off road conductedfire fights with infantry units. Dismounted cavalry ; t a m the phase silenced must attempt to rally
movement. Ir is the only formation that allows &e brigade to may use only one formation, the line of battle. The mounted >ylimbering-up and retreatingat least halfits
utilize the road movement bonus. The formation is formed by stands are removedand replaced by dismountedcavalry stands
~lacinga brigade's stands one behind the other, maintaining and horseholder markers. The cost of mounting or dismount-
the Same facing for d l stands. It also receives a +i modifier on ing is half the full cavalry movement rate (9").This will eiable Positioning artdiery. Army, corps, and
the Maneuver Table and canfreely change its facing direction. theunit to move halfits rate afterchangiigits maneuver mode. iivision leaders may position any number of
When marching along a road, it follows the winding path of a Note that a tardy result allows only 9" of movement and con- irtillery stands that are assigned to their com-
road without movement penalties for changes in direction. sumes al1 the brigades movement allowance to mount or nand. Artillery may only itnlimber when
Oniy the first stand in the column may fire. When in charge dismount. >ositionedby a leader. To be positioned, the
combat, the first two stands in linefire andfight. The column ~atterymust be within theleader'scommand
When cavalry fought dismounted every third or fourth
is vulnerable to emmy musketry and willsirffer enfiladefrom rider held the horses' reins behind the firing line. When a .adiiis. A brigade commander may position
alldirections. This formation is used by infantry andmounted cavalry brigade dismounts a number of stands are replaced by iny number of batteries attached to his
cavalry brigades. ~rigade.
horseholder markers instead of dismounted cavalry stands.
The foilowing list gives the number of total mounted stands, 4ttaching artiilery. Artillery may be
and shows how many of [hem will be replaced by horseholder ittached to an infantry or cavalry brigade.
markers. 30th the brigade and the battery must end
heir movement with the artillery stand
Moirnted Stands 2-3 4-7 8-11 12-15
inlimbered and incontact with any one stand
Cavalry brigades and artillery batteries may maneuver in ~ o r s e b o l d eMarken
r O 1 2 3 donging to the brigade.
one of two modes. Cavalry may be mounted or dismounted. The bartery may be positioned upon
Artillerymay belimbered orunlimbered. Infantryremalis on The horseholder markers must bepositioned in asecond
h e within 2" behind the unit's front. A horseholder marker itherflanlc of the brieade formation. orwithin
foot at au times. he formation's front h e . When attached to a Battenes in limbered and unlimbered movement mode.
Advance and withdraw. An infantry a r cavairy brigade or holding its ground. A brigade using an about face is subjeci
in line or field column formation may either advance to its to a plus one fire modifier if fired upon in that player turn's
front or withdraw to its rear. A brigade cannot advance and defensive firephase. A brigade may witl~drawwithout the ~1st
withdraw in the samepl~ase.The brigade can move up to its of an aboatface ifit lues ha2forless of itsavailable movemeni
full movement rate when a "wel1 handled" or "rally with elan" rate. The brigade must mainrain irs facing to the enemy, and
effect is rolled. A "rardy" or "rally" effect allows die brizade such a brieade
u
is not subiect to the +l fire modiiier.
to move at only half lts
' movement rate.
A brigade may spend up to its entire rnovement rate Moving by the flank. An infantry or cavalry brigade in
going straight fomard or backward, move in another either line or field column formation may move by the flank
direction, a brigade in line formation must oblique or (move sideways to the left orright). ï ï i e rrnit's movement rate
move by die flank. A line formation may not change its facing a~tomaticalIyh a h d when maving the flnnk. As the
morethan45 degrees d~rin~itsmovemenr. Columns aremore b"ade moves b~ fla* can direction of move-
flexible, and mav chan~edirection without restrictions.
0
ment up to 45 degrees from its original position. A brigade
A brigade must contact the enemy in order to conduct maving b~ fla* enemY brigade
charge combat. A brigade may not volrintarily advance t0 battev. The brigade must at least " =Y enemY
within 1" of an enemy brigade or battery without being U"".
involved in a charge combat in that player turn. Wheel. A brigade may wheel to theleft orright as it advances
or withdraws. To wlieel a formation, the end stand on either
About face. Any brigade that withdraws more than ha2fits fl& pivots inplace t. assume anewfacing, all he
movement rnte to the rearis considered to bave done an about stands swing forward or backward to conform to the new
face. A brigade may about face without any movement casts facing. A brigade inline may wheelup t045 degrees duringthe
during the Maneuver Phase and move irs full movement rate. phase. A column can wheel to face in any direction. Move-
The brigade may again about face and front the enemy. ment is measured from the front edge of the stand which
A brigade may also about facewhen moving by [he flank wheeled die furthest distance.

Figwe 12. Brigade movement.


Roads and bndges negate the effects of roirgb terrain and increase the
movement rate for brigades in march column and for limbered battenes.

Figurell.
column die battery must be positioned upon either flank. The
attached artiilery stand must have the same facing as the
brigade. Any number of batteries may be attached to a single MOVEMENT
RATES
CHART
brigade. If a battery is to be anacbed within the front line of a Basic Road Rough Fording
brigade in line of battle, one stand from tbat brigade may be
shifted to the flank (or from the first to the second line of a Infanuy 12" x2 XI/Z -3 v

supported line formed by one brigade), to create space for the Cavalry
18" x2 x113 -3 "
battery. The brigade and battery may maneuver separately in & Leaders
their next maneuver phase. Refer to Figure 10 for an example
of artiüery movement modes.
-horse 12" x3 x116 -6"
Infantry and cavalry -3" for passage of lines.

Leaders, infantry, cavairy, and artillery have movement


rates as listed on the Movement Rates Chart in Figure 11.The
rate listed is the unmodiiied maximum distance a brigade,
battery, or leader may move during [he maneuver phase. The
table also provides information on movement rare modifiers. Each infantni and cavairv brieade
~- z u is moved immediatelv
Move distance is measured ininches from the front edge after it bas beenselected and rolledfor on theManeuverTable.
of a stand. Distance for a d e r y stands is measured from die The movement of each brigade is limited by the table effects.
front edge of the gun stand when limbering up and moving. Each batterymoves withoutrequiring adierollon rheManeu-
Whenin alimbered movement mode, the distance is measured ver Table. The types of movement permitted for leaders and
from the front of the limber. brieades are as follows: '
Iblique. A brigade may oblique they are currently facing, or about face and then move along The brigade may continue to move 6" off the road, or another
-5 degrees to the left or right as it the road in tlie opposite direction. 12" (6"x2) on the road.
dvances orwithdraws.Toobtique, Roads in good condition double [he movement rate for A battery limbers-up and moves 4" before reaching a
.U stands maintain their current infantry, cavais: and leaders and triple the rate for limbered road. It then continues movement on the road at the prorated
acing and formation,and move at artillery. Brigades, leaders, and limbered artiliery may com- rate for its remaining 4". The distance traveled on [he road is
.nangleforward orbacbard.The bine on and off road movement by prorating the distance prorated by a multiple of t h e e so diat the battery may actualy
tands mainrain the Same angle of traveled on the road. move up to 12" (4"x3) on the road.
15 degrees orless during thephase.
EXAMPLE: A brigade moves down a road inroad columnfor
?gure 12 shows several possible 12". The road movement is prorared by a multiple of rwo
>riga.de movements. therefore the brigade only expends 6" of its movement rare.

Lefuse the flank. A brigade in


ine formation may refuse one or A number of table effects in both the
nore stands on its flanks. TO ref- Maneuver and Charge Phases require an infantry
ise tlie flank of a brigade, the flank or cavalry brigade to involuntariiy move away
tand(s) swings backward up to 45 fromthe enemy. The retreat distance can be a full
iegrees. A brigade may refuse both move, to beyond enemy musketry range, or to
la& up to 45 degees each. end the retreat 2" from the enemy.
A brigade can refuse the A retreating brigade or leader ignores
lanks as it advances, withdraws, movementpenalties for roirgh terrain and ford-
noves by the flank, or changes A n infantry brigade refirses oneflnnk and adwances the other ing. Batteries t l ~ aare
t reqitired to retreat miist
nto a line formation. A brigade in order to occiipy aposition in a winding sirnken rond. pay al1 movement penalties as specified on the
nay not refuse its flanks when Movement Rates Chart. Retreat paths may only
:harging or in a column formation. be blocked by enemy brigades, batteries or im-
The refused stands must wheel into a straight line when Advancing the flank. A brigade may advanceitsflanks to passible terrain. In d l other cases, a reweatlig
h e brigade moves forward out of its position. When with- conform to a defensible terrain feature. The flanks may not unit is required to move the penalized distance.
irawing, thestands simply fall backinto astraight line. When bend more than 45 degrees. The direction of the retreat must be away from
noving by the flank, the stands move in a straight h e from the enemy and towardfriendly lines. The retreat-
h e end stand. At the end of any of these maneuvers, the bri- Charge. Only infantry or cavalry brigades and their at- ing brigade may wheel and oblique even greater
;ade may again refuse its flanks. Figure 13 shows a brigade tached leaders may charge. Artiüery cannot charge. An than 45 degrees to complete its retreat require-
-efusing both flanks after it advances. enemy brigade or unattached battery must be selected as the m e m . A retreat cannot be used as an offensive
target of the charge, and must be contacted by the charglig tactic, sich as an advance or to threatenan enemy
brigade. A charging brigade advances toward the enemy by flanlt.
Fipitre 13. Refiisinr theflanks. themost directroirte.This route is tracedfromthe centerof the Retreats may cause a change in movement
chargingbrigade to theclosestpoint of the defendingunit.The mode. Infantry or mounted cavalry must main-
chargimgbrigademay wheel before movingforward to charge. tain its current formation. Dismounted cavalry
The charging brigade may oblique towards the enemy in a wil1 maintain its formation when required to
direct path. The charging brigade must halt immediately upon retreat 2" from emmy units. For any other
rnalcingcontactwiththe enemy. A brigadeinmarchcolumnon retreat results, [he cavalry must mount. Artillery
a road simply charges dong the road until contact is made. batteries must always limber to retreat.
A brigade that intends to support a charging brigade in
line must be able to end its move within 1" or less of the Retreating a full move. A brigade or bat-
friendly charging brigade. A brigade may not cl~argedirring a tery that cannot complete its required retreat
tzim in whicb it has changedfonnatian, moved by the flank, movement because of the presence of enemy
or made an aboirt fnce. brigades, batteries, or impassible terrain wili face
penalties. A brigade or battery that starts the
Refer to Figure 14 for an example of charge movement. retreat in good order wiü move the maximum
distance available and end the retreat as a disor-
Road movement. Infantry and cavalry brigades in marcb dered brigade orsilenced battery. A brigade that
column, andaiileaders andlimbered batteries, receivetheroad starts the retreat disordered or a siienced battery,
movement boniis when moving along a road. "quits thefield" and is removedfromplay. Lead-
Brigades in march column, limbered artillery, or leaders ersarenot affected and aresimply displaced to the
Figztre 14. Charge movement. Brigade A charges obliqirely toward the nearest friendly brigade of their comrnand. A
simply follow thepath of the road. There are no lirnitations 01 enemy by the most direct rolite and halts after making contact A second
penaltiesimposed ontheseunits f~rchan~ingfacin~ornirning brigade or battery forced to retreat off the game
b e d e B cl~argesstrai~ht
ahead and halts less than I " behindAinsnpport. table is out of -play. a d counts as an eliminated
morethan45 degrees.They may moveforwardin thedirection Brignde C wheels 45 degrees and then charges in a straight h e . brigade or battery for victory point purposes.
rked as disordered, silenced, or damaged. The fiing stands normally one brigade. When a second brigade moves up to
y be marked low on ammunition. The target may als0 be provide a second liie of support for the charge combat, h e y
uired to remove stands. The player controlling the target are treated as a single target. They both suffer the Same fire
In the second phase of a turn, Union and Confederate f i n t designates a target. The range is measured for each stand t may also be required to make an additional die roll on [he combat effects for disorder, checlcing for failen leaders, and if
brigades and batteries conduct fire combat. Fire combats are firing upon that target. The player then foUows a die roll pro- len Leader Table. applicable, low on ammunition. The removal of stands is
resolved u s i n ~the Musketry and Cannonade (M&C) Table. cedure using.the tables and chart in Figure 21. explained in the Inflicting Casualties section.
Thephase be& after the c&npletion of theManeuver Phase.
STEP 1: Determine the fire points for each stand using the
EachM&C Phase consists of around of defensive fire combat
Range and Fire Points Chart (l). Eaclistand's basicfirepoints
foilowed by a round of offensive fire combat.
may be halved or doubled by the fire modifiers (2).
The Confederate turn consists of the Union defensive fire
followed by the Confederate offensivefire. Duringthe Union STEP 2: The Dlaver [hen roUc a decimal die. He adds or
A , Each stand of infantry, dismounted cavairy, or unlimbered
mm. the order is reversed,with the Confederate defensivefire subtractstheaoolicablefiremodifiers
- - .L
fromthe basicdieresult. Ilery may f i e at a target that is witliin its range, line-of- Eachadery,infanuy,orcava~stand'sfirepohtsttengdi
followed by the Union offensive fire. When multiple stands are firing upon the same target, the it, and arc of fire. A stand canfire only once each round. A is listed on the Range and F i e Points Chart. Fire points wiU
After both fire combat rounds are completed, the M&C player who controls the most fire points rolls the die. ;ade or battery may only be fired at once each round. varywith target range and whether the firingunit is Union or
Phase ends and the Charge Phase begins. Generally, only the front line of stands in an infanu-y or Confederate. In any fire combat, the fire points of al1 stands
STEP 3:Thesum of thestands' fiie points is indexeddownthe firing on the same target are combined int0 a single fire point
nounted cavalry brigade may fire. For those units engaged
Fire Points column (3) on the M&C Table to the appropnate value. Al1fractions are rounded down. A brigade maysplit its
harge combat, both the fust and second h e s may f i e .
fire point value. stands to fire a t separate targets, bat tbefire strengtl~of any
Mounted cavalry may nor. fire. Dismounted cavalry may
STEP 4: The fire point value is cross indexed to the DieResult , even if it dismounted durhg the preceding Maneuver indiuid~ralstand may not be diuided. Each artiüery stand
column (4) that lists the modified die result value. Se. must use al1 of its fire points on a single target. Brigades and
Each individual fire combat is resolved separate in any Silenced and limbered artillery may nor fire. An unlim- batteries may combine fire on a single target.
order desired by the controlling player. To resolve a fire STEP 5: Listed above each results column are its fiie combat ed battery may fire. A battery must select fire combat as When infantry or cavalry stands fire upon a battery at-
combab theplayercontrollingthefiring brigadesandbattenes Effects (5). Combat effects may require the target to be mof its m o actions in aplayer turn in order to fire. Artillery tached to a brigade, at least halfof the total fire points must be
ids may fire over emmy and friendly brigades or battenes,
xplained in the indirect fire d e s .
Figrrre 22. Defensiue fire. Dilring the Union Maneuver
Pliase, an infanty brigade lias advanced from location Ato
location C, moving throilgb tliearcoffireand range ofa Con-
federate battey. The Confederate player controlling die
Lou on nmmnnition- "pon any brigade or brnery artiüey rrnit makes a mental note that a t location B die
wiih half or more of icr wnds liring ar rhe targer
artilley openedfire rrpon tbe target. Dwing the r<pcoming
A unit fiiing in defensive f i e has the oppomnity to select ronnd of Confederate Defensive Fire of die Union &I~rskety
Infantry stand enemy unit as a target at any point during the previous & Cannonade Phase, the combat is resolued as thorrgli tiie
neuver Phase.Thefiringunit musthave had aclear line-of- tareet occnuied location B.
Cavalry srand it to the target as it moved into or through the firer's range
Arrillery stand arc of fire. The acmal fire combat is nor resolved until the
I I
t round ofthe current M&C Phase.
Union l Confederate For offensive fire the range, arc of fire and line-of-sight
weenfuingunit and target is determined afterallmovement
MODIFIERS ompleted. Offensive fire combats are resolved after the
nd of defensive fire has been completed. Figure 22 illus-
fue ~ointsfor infantry and es defensive fire.
dismounted cavalry stands m+ed
disordered or low on ammunition.

fire points for each stand f i g


from enfiiade
to die result when firing at a target Targets are selected by the player controlling the firing
that is: limbered, in cohmn, ids. Each fire combat is resolved before the next target is
mounted cavalry, changing sen. Once selected as a target and f i e d at, an enemy unit
formation or movement mode, or i not be fired upon again that round.
about facing
A target can be an enemy infantry brigade, cavalry brigade,
from die result when firing at a i single stand of a d e r y . An artillery stand attached to a
rat er in cover: woods, town,
br&en ground, breastrvorlcs, ;ade is treated as aspecial target as detailed in theFirePoints
stone waii, sunlcen rnad, or ion.
dismounted cavalry DIE RESULT A special target situation exists for brigades that wiü be
dved in charge combat that player turn. A target is
Cange. Range is determined by measuring in a straight line for use. To use die gauge, place rbe short side flush against the
rom the front edge of each firing stand to the edge of the edge of the firing stand. One side of the gauge bas the left arc
losest stand of the target. Infantry and cavalry have a max- offireforinfantryand therightarcoffireforartillery. Flip the
num range of 8". Anillery has a shot and shell range out to gauge over for the right arc for infantry and the left arc for
12".and a 4" canister range.
. Cavalry and a d e r y have vary-
ardlery. See f i p r e 23 for arc of fire examples.
ng firepoint values based on h e distance to tlie target.
When firing at a brigade, the firing unit must have at least
Line-of-sight. Each firing stand must he able to uace a
straight and clear liie-of-sight (LOS) to the target. LOS may
wo enemy stands within its range for the enemy brigade to be
be blocked by terrain. LOS is blocked if it passes through
:onsidered a target. Any part of a stand, no matter how small,
more than2" of townorwoods. Aninter~enin~hiii crest dso
:ounts as one stand within range. This two stand requirement
blocks LOS. Both friendly and enemy infantry and artillery
s also applied to determinewhichartilery or cavalry firepoint
stands block he-of-sight. Leader stands do nor block LOS.
&e is used.
Artiiery has aspecialindirectfiremle that allowsit to fire over
stands under special circumstances.
4rc of fue. The arc of fire is measured from the front of a There must be a l " gap between blocking stands andlor
;tand at a45 degree arc for infantry and cavalry and a30 degree
terrain features for the LOS to remain unblocked. Amllery
KC for a d e r y . An arc of fire gauge is included in the book.
firing canister must have a gap equal to its 30 degree arc of f i e
:t should be photo-copied, cut out, folded and &ed together
to have a clear LOS. Figure 24 illustrates h e - o f sight.

Figrrre27. Enfiladinga line. Thefo~rrstandsof brigade Apnst


the enfilade line wil1 doirble theirfire points against target
brigade X in line formation.
Artiilery may fire over friendly or enemy
stands at a target within its field of f i e . This is
called indirect fire. Indirect fire can only he
conducted using shot and shelL If a target is
within canister range, use-the closest shot and
shell fire point values. Indirect fue may only
occurwhen artilleryis firingfrom high ground Certain fire combat effects require the removal of troop
or the target is on higher ground than the artil- stands from a brigade. Stands are removed fromplay for the
lery and the intemening stands. duration of the battle. This loss of stands contributes toward
lowering a brigade's effectiveness from fresh to worn, and
Firing from higher ground. The stand eventually to spent. A brigade involved in charge combat
being fired over must have its front edge at a receives a -1 die rol1 modiiier for each stand lost duriig the
lower elevation than the firing artillery. The preceding Muskeuy and Cannonade Phase.
fn'endly stands miut be closer to the firing Losses from asinglefie combat are distributed as evenly as
artillery than to the target. The target's eleva- possible among the target units involved. The front h e unit
ti~nisirrelevant~rovidedtheintemenin~stands loses a stand first, next each unit in support takes a loss and so
satisfythis requirement. Please note thatenemy on. If there is more than one unit in support the losses are
A target in cover receives a modifier that decreases the
stands on lover ground than the firing artillery applied to the largest unit first, then the next largest and soon.
Irer's die roll. The actual value of the cover modifier is deter-
may be fired over regardless of the distance If there are more stands lost than units involved the front unit
nined before beginning a scenario. Generally, targets in
benveen firer and target. woods, towns, or hroken ground benefit from a -1 modifier. receives the heavier losses.
Losses distributed to each brigade must be removed insuch
Targets behind a stonewall, breastworks, or in a sunken road-
away that theunit's formationis not,changed.Whenremoving
Fiing fromlower ground. A targetmay way receive a -1 or -2 modifier. Dismounted cavalry wil1
stands from a column the stands in the rear h e are removed
he selected if on higher ground than the firing dways receive a -1 modifier when in open terrain. Minor
first. If there are not enough stands remaining to form a field
artiilery and intemening stands. The internen- .errainfeaturessuchasisolated buildings, fences, and orchards
io not provide cover. column two stands wide, then reduce the column to a double
ingstands miut be over 4"from thefront edge line formation. When removing stands from a double h e of
o f the ,
firine" artillerv stand and also miut be A modifier only applies when halfor more of the target's
battle, remove them equally from both lines, in order to keep
Figvre 25. Indirectfire. Bnnery A on high gronnd is able to fire at target X closer to tbe firing artillery stand than to tht tands are behind or i n tbe cover.
the number of stands in both h e s as equal as possible.
over friendly brigade B. B is on lowergroicnd and less than balfthe distance target. The intemening stand may be on the The cover modiiier for stom walls, sunken roads, or
~reastworksis negated if at least half of the total modified fire The unit's command stand must he the last stand removed.
to the target. Same or higher elevation as the firing a d l e r y
When a unit has been reduced to a single stand, that stand
Battery C canfire at target Y o n higher groicnd over friendly brigade D. stand. joints upon the target do nor cross the cover.
automatically skedaddles and the entire unit is taken out of
D is at least4" awayfrom Cand on thesnme ekvation. D isalso les5 than half Refer to the photo below for examples of cover.
the distance to the target. Refer to figure 25 for examples of indirect f i e PI~Y.
Low ON AMMUNITION
Whenever an unmodified "10" is rolled duringfire combar,
al1 artillery thatparticipated and any brigade firingat least half
its stands, is considered to have become low on ammunition. DIE
A low on ammunition marker is immediarely placed on these RESULT EFFECTS
units. Whenlowonammunition thefirepoints ofinfantry and
cavairy are haived and artillery may fire canister only. The
markermay be removed duringthe maneuverphase. If half or
more of the srandsparticipating in a charge combat are low on
ammunition a -1 charge combat modiiier is applied. Ammu-
nitionmay be replenished as described in theManeuver Phase.

Onanunrnodiieddieresulr of "10" d~rin~firecombat, the


playerowningrhe targetunitmustrollforafallenleaderonthe
Fallen Leader Table. Each attached corps or division leader
is rolled for individually. In addition, if the brigade has an ex-
ceptionai brigade commander, a fallen leader die roll is con- leader casualty, the commander is replaced (see Maneuver
ducted for that bri~adecommander. Unattached leaders are Phase). A replacement leader is used as a substitute when a
nor affected by a falen leader result. leader is killed; captured, orwounded. Thereplacementleader
A killed or wounded effect removes the leader from play. may never be rated an exceptional leader. An exceptional
His command will be without a leader figure on the table for brigade commander that is killed or wounded is permanenrly
a full player turn. On the second player turn following die removed from play.

The player controlling the attacking brigades resolves the


The third and f i a l phase of a player turn is the Charge charge combats in any order he chooses. Union players
Phase. Ir begins after all Muskeuy Br Cannonade Phase fire determine the order in the Union Player Turn and Confeder-
:ombats have been resolved. Enemy brigades and batteries in ate players determine the order in the Confederate Player
:ontact at die start of the Charge Phase conduct a joint action Turn. After d charge combats have been completed, the
he fence does not prouide cover. :ailed charge combat. Each charge combat will consist of a current player turn ends and the next player turn begins.
minimum of one charge combat round. Depending on the
:esuh of the first round, a "desperate struggle" and/or a
m o n d round of "breakthrough" charge combat may foliow.
Although the charge combat mles are not overly complex,
:hey do require careful reading. This phase of the game turn is
Artillery will suffer losses as a result of fire or charge Disordered is a f i e combat or charge comhat effect requii :he one most open to interpretation. If a referee is present,
combat. When a battery is damaged, its fire are halved ing a disorder marker to be placed upon an infantry or cavalr .egard his decisions as final. If you do not have a referee Each charge combat is resolved individually through a die
for the remainder of the game. A damaged battery marker unit. The fire of disordered brigades is halved. Disordere ivaiiable, use common sense if a unique situation arises not roll procedure. The attacker selects the order in which the
cannot be removed. When a second damaged battery effect is units must attempt to remove the marker by rolling a Ral1 :overed by the rules. charge combats will be resolved. Once the attacking and
rolled upon die same stand, it is removed from play. When effect during the maneuver phase . During &e Maneuver Phase, the player whose brigade will
:nter into charge combat selects one brigade or unattached
defendiig forces have been identified, die players follow the
anly part of a battery is captured, the stand is marlced as a Silenced is a fire or charge combat effect that requires die roll procedure explained below to obtain a charge combat
silenced marker to be placed upon an artillery stand. Silence latteryas the target of thecharge. As specifiedinthemaneuver result from the Charge Table shown in figure 29.
damaged battery.
A wrecked battery effect requires the removal of one gun artillery camot fire. Silenced a d e r y must attempt to rally b iection, acharging brigade must advance toward the enemy by
stand from play for the remainder of the battle. If an artillery limbering-up and ~ididrawin~duringirsnextmaneuver~has he most direct route. The target of the charge is used to STEP 1: Each player determines his die roll modifiers (1).
stand that has already been damaged receives a second darnage If half or more of the total stands involved in a char~ letermine the diiection of the charge. Each player then roils a decimal die. The players then add or
effectit is consideredto be wrecked andis r e m ~ v e d f r o m p l a ~ .combataresilencedand/or disordered,a-1 modiiierisappliei
h e of battle. Al1 stands in the brigade wil1 count their Figrrre31. Coiintingincidental stands. Battery Aisthe target
:rength, ~rovidedany one stand is in contact with the emmy of brigade X, wbich bas made incidental contact with brigade
CHARGE
TABLE irget. Banditssirpportingbrigade C. Brigade Ybas cl~argedbrigades
B a n d Cand made incidentalcontact wit11 brigBdeD. Only the
DIE RESULT
EFFECTS upported h e . Al1 stands of the double line wil1 count front line of stands of brigade C will coirnt toward nirmbers
ieir strength provided any one stand is in contact with the becairse yoir never coirnt more than two lines deep for a
Attached leaders, or m n y target. Players shouldnote that the supportedline may sirpportedline. BrigadeD can allocate rrp tofotrrstandsagainst
exceptional brigade ]mist of two or more brigades in h e formation, a front line Y. Brigades B nnd C mirst coirntfive stands against brigade Y
commander larging and a second iine in support. X additional brigades andatleastonestandagainstb~igadeXThe other threestands
Fresh troops >rmthe h e of support, [hey must be within 1" of the front cnn be allocatedto eitber combatat tbe option ofthe defender.
harge a half move toward the ne. If the second line of support is formed by a brigade in Battery A must of course be rrsed against brigadeX.
Spent troops
ipported (double) h e , only the front h e of that brigade wil1

I
Codederates chargiig ~ u ntoward
t numbers. The attaclrer may never count more
Mounted cavdry ian w o iines decp.
Supporred
Breakthrough charge ield column. All stands of the brigade wil1 count, pro-
ded any one stand of the front h e is in contact with the
Outnumbered by 3:2 or iemy. If afield column has not contacted an emmy stand, it
by 2 1 or
by 3:l or greater iay not participate in the charge combat.
Disordered
larch column. Only the fust w o stands in tbc column
Low on ammunition ~ u n tin the charge combat, provided the fust stand is in
Each troop stand lost mtact with the enemy. Players should note that a match
during current firephase 11umn may charge down a road.
+l or 2 Defcndin favorable
round: hiliop, behind ounting stands in charge combat is shown in Figure 30.
ford, or in woods
+l or 2 Defending sunlccn
road, stone wal1 or
breasrworks or rge reprtked-attackers retreat a full move in disorder and one stand
+3 defending trenches
ddles. One leader, if present, and a stand of troops are capmred. An
-3 Defender oudlanked onal trooo stand is carinired for each die result point difference over 10.

Figrrre 29. Charge Table Procedrrre.

subtract any die roll modiiers whichmay apply and announce who received a carry the position effect are now moved.
the modified die resulr. In multi-player games, theplayerwith Attacking brigades who wil1 participate in breakthrough
the larger contingent in the force rolls the die. combat receive a breakthrough marker. After d results are
completed, the next cbarge combat is resolved.
SrEP 2: The attacker [hen subtracts the defenders result from
his own to get a die restilt difference.. STEP 6:Afterallfirst roundcombatis resolved, breakthrough
movement is conducted. Asecond round of combat may then
STEP 3: The result is indexed down the Die Result Differente occur following the procedure outlined in steps 1 through 5
column (2) on the Charge Table to find the charge combat above.
Effecrs (3) tt- I
girre 30. Coirnting stands i n charge combat. For a partici- C. Field colimm-no stands are coirnted becairse contactisnot
STEP 4: When the die result differenceis greater than zero, the :ting brigade tthe formation of the attacker or defender will made.
attacker is the victor in the charge combat. A less than zero 'termine the nirmber of stands that will add tl~eirstrengt11 to
(negative) dierence means the defenderis thevictor. On a die Aiattacking brigades that have contacted an enemy stand arge combat as followc D. Siipported line- al1 stands in both lines are coirnted.
roll difference of zero, "A Desperate Struggle" occurs, casual- are considered participating brigades. A participating at-
ties are applied, and the combat continues with a second die tacking brigade is one that will cortnt al1 its allowed stands i n Brigade in line of battle formation-allstandsare coirnted E. Field colirmn- al1 stands are corrnted becairse contact has
roll procedure. one charge combntand willsrrfferall effects of that combatas ease note that only a defendermay have attachedartilley i n been made.
specified i n t11e Charge Table. An attacking brigade may :/large combat E Marc11 column- only thefirst two stands are coirnted.
STEP 5: Charge combat effects are simultaneously applied to never split its stands and allocate themto morethanonecharge
each side. Stands are removed as casualties. Disordered combat. Artillery stands may never charge.
brigades and guns that were silenced or damaged are marked Thenumber of stands rhat may add theirstrength to charge
appropriately. Retreats are conducted. Attaclung brigades combat is based on the attacker's formation as follows:
AUdefending bngades thathave been
contacted by an enemy brigade during
the maneuver phase wil1 be involved, as
eitherparticipating brigades or as inci-
dentalstands. Aparticipatingdefendiing
brigadeisabrigade thathas beenselected
as a targetby the attacker, orany brigade
where more than half the stands have
been contacted by the attacker. Acmal
physical contact with the defending
stands is notrequired. After conract has
been made with the target, any defend-
ingstandsdirectly inthepath andwithin
I " of the attacking brigade may be
counted to determine whether the
defending brigade is participating. In
certain circumstances described beloma
participating defendiig brigade wil1 be
forced to aiiocate its stands amongmore
than one combat. Regardless of how
many charge -
combats its stands are allo-
cated among, a defending brigade Figrtre 32A. One attacker vs. one de- Figrtre 32B. One attacker vs. maltiple defender. brigade;^ and B have tar- combats. Bhgades A and B i a v e tar-
always abide by the ChargeTable effects fender. Brigade A har targeted and defenders. Brigade A har targeted and geted and charged into contact with en- geted and charged into contact with
of [he one combatinwhich iris apaflici- chargedintocontactwithenemybridgade charged into contact wit11 enemy brigade emy brigade X. A has alm overlapped enemy brigadeX A has als0 overlapped
pating brigade. X. A har als0 overlapped half or less of X. A har als0 overlapped more than half half or less of brigade Y which U within more than half o f b r i ~ a d eY which is
brigade Ywhich is within I 'l. Brigade Y of brignde Ywhich iswitl~inI " . Alltl~ree I " . Brigade Y w i l l not be aparticipating within 1 ". sinie i;is notpossible for two c&bats. Brigades A &d B i a v e tar-
Incidental stands. Any defendik be a participating brigade, birt brigades will therefore be participating brigade, brrt will be able to coirnt irp to or more attacking brigades to attack two geted and charged int0 contact wit6 en-
brigadewhich bas hadhalforfewerof its wil1 beable tocorrntupto t h e e incidental brigades in one charge combat witb al1 three incidental stands toward nicmbers or more defending brigades as a single emy brigade X A har als0 overlapped
stands contacted by [he enemy is nor a stands (ha[fitsstrengtl~)towardnrtmbersaffected by the Charge Table reritlts. for t l ~ e charge combat. Brigades A, B, charge combat, this attack mirsr-be di- more than half of brigade Y which is
panici~atingbrigade unless kWas for the charge combat. Only brigades A and X will be participating brigades in vided int0 two combats. T o accomplish within I ". However brigade C has als0
c i f i c d picked
~ as a target by a charging and X will be affected b y the Charge one charge combat and al1 three will be tl~is,brigade A must attack brigade Y a s targeted and cl~argedint0 contact with
brigade. Such brigades may include up ~ ~resitlt5,
b l ~ affected b y the Charge Table resrrlts. one charge combat, while brigade B enemy brigade Y. Since it is notpossible
to half their stands in combat against the attacks brigade X a s a separate combat. for two or more attacking brigades to
brigade(s) that contacted them. These Please note that the defender must allo- attack two ormore defending brigadesas
stands arecounted only fordeterminingthe size of thedefend- Single h e . Al1 stands of aparticipating defendiig brigade cate 6etweenoneandthreestandsofXns a single charge combat, thU attack mrrst
ing force, and can not suffer losses, disorder, or retreat results wil1 count their streng& either in their brigade's combat or as incidentalstands towardtl~eotl~erchargebe divided into two combats. To accom-
applied to the participating defending bngades. If these inci- -incidental stand(s) in another combat. combat. plish this, brigades A and B wil1 attack
dental stands are part of a losing defending force, they simply brigade X as one charge combat, while
retreat the minimum distance required to allow the victorious Supported h e . Allstands of aparticipatingdefendiigbri- brigade Cattacks brigade Y a s aseparate
attacker to occupy thevacated defender'sposition. The retreat gade will count both lines either in their brigade's combat or combat. Please note that the defender
may be either a refusal of the flank andíor a move backwards, as incidental stand(s) in another combat. Players sbould note must allocate between one and three
whichever wU take them out of contact with the enemy. [har the supportedline may consist of two or more brigades in stands of Y as ïncidental stands t o w a ~ d
A defending brigade must allocate at least one stand against line formation, one front liie defending and one second line in the other charge combat.
each brigade which made incidental contact with it. If a support. Zfaddiuonal brigades form the line of support, they
defending brigade is a participating brigade and is also in- must be within 1" of thefrontline. If thesecondiine of support with the enemy and it is nor a participating brigade. When charge combat, provided the fust stand is in contact with the
volved in an incidental combat, up to half of its stands may be is formed by a brigade in supported (double) h e , only the incidental contact occurs, the defendiig player may use up to enemy. Ifcharged on the flank,only the stands in contactwith
ailocated to the incidental combat. This allocation is made by front h e wiü count towardnumbers. Thedefender may never half of the brigade's stands in the charge combat. the enemy count their strength in combat.
the defender after the attacker has specified d the attacks he count more than w o lines deep.
intends to make during the current charge phase. March column. March column has its own special mles as Defending artuery. Artillery batteries that are detached
Field column. Mi stands of the brigade wilt count, pro- a defender. IEwiil always be considered as a participating w 3 always be treated the same as a participating brigade.
Thenumber of stands that may add their strength to charge vided it is a participating defending brigade. Incidental bripade. O& the first w o stands in the column count in the Attached batteries are considered as part of a bripde and are
combat is based on the defender's formation as follows: contact occurs if only one stand of the front h e is in contact
A participating brigade may have one a r more of its stands Figiire 3SA. Initialpositions.. Brigade X
fighting a separate charge combar as incidental stands. These
BREAKTHROUGH Iias tnrgeted and cliarged brigade A. X
incidental stands wiil retreat with their parent brigade, ~ ~ ~ movement
~ k occur
may ~ as ahresult~o f a ~ ~ ~ bas
h als0 made contact with balfor less of
suffering the same combat results. These stands wiil count, effect of m ~ ~~~y~ or r c ~i w e pfrom
t~ [he~ ~ i ~ ~l d " on
, a brigade B and its' attaclied baitey. Tlie
however, in the incidental combat regardless of the order in = ~~ ~ result,
~ ~ [he ik breakthrough
=~ ~move is~oprional; [he oartin'pating brigades in tbr cliarge com-
which the charge combats were resolved. attacker may either breakthrough or carry the position. O n a bat are A a n d X , bict die defender miist
"Swept from the Field" result, the breakthrough move is incli~defromone tofoi~rincidentalstands
mandatory. of B toward nirmbers for tlie combat.
A breakthrough ailows the attacker to continue to charge Di~rïngt l ~ ecliarge combat tlie attacker
THE POSITION
CARRYING an additional half move after al1 initia1 ( f i k round) charge rrcliievesa residt of "Driven Back" on tlie
combats have been resolved. Movement is conducted as a Cliarge Tahle. TIiis result allows the
attncker to eitber occilpy tlie enemyposi-
ona " ~ a r d p r e s s e d "or " ~ ~ i ~ he ~ anacker
~ ~ normal
~ ~ charge k "move. The breakthrough move is measured
tion ort0 condima hreaktliroilgb cliarge.
may carry [he posirion of [he defender. least of [he fromrhepositionof theattackeratthepointof contactandnor
after the attacker carries [he position. The movement must be Refer to figures 358 nnd 3SC for ex-
attacking brigades must advance a minimum of 1 t. occupy i m p h of these two options.
die vacated position. Brigades that atracked from the flank or conducted toward the nearesr enemy brigade or unartached
at an angle may advance to [he center of the vacared position artille~ystand. If more than one target is available, the charg-
to satisfy rhis result. Once theposition has been occupied, an ing player &cts h e target. If more ene brigade paflici-
attacker in line formation may refuse one or bod1 flanks up t0 pated in the attack each may conduct a breakthrough move
45 degrees. A field column may wheel up t0 45 &grees as ir toward the same or different targets. If the aaacker does not
advances to occupy the vacated position. See f i p r e s 34 have enough movement ro make contact, it halts after expend-
35A and B for an example of carrying the position. ing al1 its movemenr. After aii breakthrough movement has
been completed, a second round of charge combat wil1 take
place benveen the attacker and the newly contacted emmy
brigade or arrillery stand.
d-----

--
The artaclcer again decides the order in which [he combats
areresolved. Nofirecombatis conducted by theunitsinvolved rnusketry range 8
Figlrre31. Repeat after combat. Enemy brigadeXhns made in this second round of charge combat. Both sides nowfollow
B
*8
aflank attack against brigade R Brigade A har lost tbe the charge combatprocedure, starringwiththe computationof 8
bat and retreatr"fiom enemy. ~ + d ~ ~
the charge ~
combat ~modifiers.
~ ~
Disorders i from~ the initialround
~ 8
B
position, advancing to tlie center ofAisfonnerposition Tlii~s, of charge combat do ~ P P t0 ~Yany units involved in this second B
the 2" retreat distance can nat be detemined irntil after tlie Fire combat casualties apply from the previous
completion of tlie advance of brigade X. MSrCPhase aswellas anystands10stin"Adesperatestm~~le".
Remember that the brigade effectiveness is based on the level
at which the brieade
', started the current olaver
r .
turn.
r\ brigdc may only conduct one breakthrougli rnovc in 1
Chargc Cornbat I'liasc. If a br~aktlirougiicffcct occurs in die
second round of charge combat, the attacker may only cany
the posirion. Refer to figures 35A and 35C for an example of
breakthrough movemenr.

Figrcre 35B. Carrying theposition. Brigade X bas acliieved a Figicre 35C. Breaktliro~~gh charge. Al1 combat and retreats
nDrivenBack "resrdtwhile cliargingbrigadeA, wbicli reqi~ires have takenplace as desnibed in Figcrre 358. I n tbis example,
4 to retreat beyondenemy mrrskety range. Biigade B was nor bowever, the attacker cliooses to condrra a breaktlirorigh
z partinpating brigade, and tlierefore does does not siqffer die cliarge. T h nearest e m m y trnitisbrigadeB BrigadeXwbeels
rffects of tbe combat. BrigadeXliar die option of canying A ' s int0 contact witli B and condrrcts a second roi~ndof charge
iosition or c o n d i d n g a breaktbroirgli cliarge. In eitlier case,
combat. Please note tbat the attaclied b a t t e y Iias already
brigade B rnrist refirse itsflnnk to allow X to advance. TIie limbered irp and moved away and wil1 therefore not connt
~ttacl~edbatteymiistlimberrrpandreti-eatafirllmoveingoodtoward nirmbers in tlie second roirnd of cliarge combat.
d e r . I n tliis example, the nttacker cliooses to occi~pybrigade
41 f o m e r position with X , and declines die opportnnity to
iondiraa breaktl~roir~h cliarge. BrigadeXmay refirse itsflank
uit advances.
this engagement, tlie Confederate cavalry had been tlie ac- a dramatic ride around the Union Arrny. With only vague
knowledged superior of their Union counterparts. Union insuuctions, and actinglargely onhis own initiative, he was to
cavalry showed the results of their steady improvement, and prove of l i d e use to Lee. His absence deprivedLee ofprompt,
Stuart was fortunate to hold his position. accurate information about tlie Army of &e Potomac. When
Tlie Union, through captured documents, learned that on June 28th, Lee learned from Longstrcet that [he Arrny of
Confederate infantry was west of the Blue Ridge heading [he Potomac was nor& of the Potomac river, he ordered his
north. Accordingly, Hooker began moving the Army of the Army to concentrate on the eastern dope of SouthMountain
Potomac to protect Washington and Baltimore from Lee. beween Gettysburg and Cashtown. There in a strong defen-
Earlier he had actually proposed seizing Richmond whiie Lee siveposition Leeproposed tolettheFederalArmy attackhim.
moved north. He was overruled by Lincoln, who pointed out Lincoln had been advised to remove Hooker from
that his tme objectivewas thedestmctionof Lee's arrny. As the command of the Army of the Potomac after the defeat at
Army of Northern Virgiia moved through the valleys and Chancellorsville. H e kept Hookerincommandreasoning that
deployed into Pemsylvania, the Army of [he Potomac moved he would not throw away a gun because it had misfired once.
north on a broad front to the east. It crossed the Potomac near Whiie advancing north, Hooker became embroiled in an
Leesburg, Virgiia on June 25th and 26th. Lee had dispersed argument witb General-in-Chief Haiieclc. Hoolier wanted to
his forces to forage for supplies after entering Pemsylvania. abandon Harpers' Ferry and mach the garrison to his com-
His rhree infantry corps were stretched in a wide arc from mand. Halleck insisred, for good tactical and logistical rea-
Chambersburg in the west, through Carlisle, to Yorlc in the sons, that Harpers' Ferry be held. Hooker requested to be
east. relieved, and was quickly removed from command.
After Brandy Station, and some sliarp claslies in the Appointed in hisplace was a corps commander, General
mountain passes, Smart and most of the Confederate cavahy George G. Meade, who received word of his promotion at
movedthroughAshby's Gap intheBlueRidge andsetforthon 0300 on June 28th. Al1 &e problems inherent in assuming
command of a great army wlde it was moving toward the
enemy feil on his shoulders. Meade,who was to command the
Army of the Potomac for the rest of the war, continued the
nortiiern movement of the army. Within two days he also
decided to figlit a defensive action and issued orders to &at
effect. He had selected Pipe Creek, in Maryland, as a good
defensive position. Events overtook both Lee and Meade,
however, and neither SouthMountain, nor Pipe Creek, was to
become the site of thepivotal batde of the Arnerican Civil War.
That distinction was to belong to the smaii Pennsylvania
crossroads town of Gettysburg.

First Encounter. During the afternoon of June 30&, a


brigade of the Union 1st CavaLy Division under General
Buford, covering the left of Meade's army, encountered
itli tlie great victory at Chancellorsville, Virgiiia in settiement of the war. Longstreet proposed going on the Confederates from General A. P. W ' s I11 Corps in Get-

W May 1863, the Confederate causc in the eastcrn


theater looked exceptionally bright. If 60,000 men
could beat 134,000, then the Confcderacy's inferiority in
defensive in Virginia. H e advocated talcing advantage of the
Confederacy's railroads and interior lines to send part of the
Army of Northern Virginia to Temessee. He thought an
tysburg. In die vicinity of the village were strong tactical
positions. Gettysburgitseifwas the junction of 12roadswhich
led to Harrisburg, Philadelphia, Baltimore, Washington, and
manpower was more than offset by its superior generalship offensive against theUnion armies there would relieve tlie &e mountain passes to the west, wluch were controlled by
and sliill at arms. In the west, Vicltsburg was nor yet under pressure on Vicksburg. Longstreet was overruled, howwer, Lee. The rest was inevitable; the local commanders sent
siege, although General Grant had ferried his army over to the and Lee made ready to move int0 Pennsylvania. Tlie Confed- reports and recommendations to their superiors, who for-
east bank of the Mississippi. erate decision to invade was to bring about tlie most dramatic warded them upward, so that both armies, stiii wideiy dis-
The Union strategy in die East was to continue opera- battle of the Civil War. persed, starred moving toward Gettysburg.
tions against Confederate seaports and to destroy General
Lee's army. President Lincoln's orders made clear that the The Battlefield. Abour 112 mik west of Gettysburg, and
descruction of the Army of Nortliern Virginia was the major extending south-westward for about 4 d e s , lies Seminary
objective of the Army of tlie Potomac. Ridge. About 112 d e south of town, and 80 feet above it, is
If Confederate President Jefferson Davis and Robert E.
Lee were optimistic, they can hardly be blamed. Prior to In early June, General Lee began moving his units away
Cemeterv Hill. comected bv an east-west saddle to Culo's ~.
hill, a 100-ioot high lcnoll 112 milc to [he east. Srrctcliingsoutli
Chancellorsville, Davis, Lee, General Longstreet, and others from Fredericksburg. In his advánce he used tlie Shenandoah from Ccinercry Hill, 2nd about 1 milc east uiScminary Ridge,
had been considering straregy for tlie year. Lee favored and Cumberland Vdeys. By holding the east-west mountain is Cemetery S d g e . It runs south for 1 314 miles b i t slopes
another invasion of the North for the same political and passes he could readiiy cover his approach route and line of down to level ground north of Little Round Top and easr of a
military reasons that led to the invasion in 1962. H e wanted to communications. Union GeneralJoeHoolcernoted theweak- oeach orchard and wheat field near die Emmitsbureu Road.
resupply the Confederate Army fromNorthern resources and ening of the Fredericksburg defenses, and on June 9th, Iiis The western slope Ridge is open. the south
obtain a banlefield success that would encourage a negotiated cavalry surprised General Smart's at Brandy Station. Prior to
troops at excellent defensive positions around Cemetery Hill.
A brigade of X1 Corps troops had begun entrenching there
upon tlieir arrival on the field several hours earlier. Ewell
decided to awaitthe arrival of his third divisionbeforepressing
anattackon Cemetery H'dandCulp'sHill. GeneralJohnson's
division arrived too late, however, and the attack was nor
made. Lee had reached tlie field about 1400 and Iiad urged bis
subordinares to press the attack. When that did not occur, he
decided to renew the offensive the next day &er Longstreet's
Corps had arrived. H e hoped to assault the Union positions
early in the day before the rest of Meade's army could
concentrate.
As duslc fen on July lst, die Codederate positions
extendedinagreat curvefrornnortheast of Culp's Hill through
Gettysburg andthensouthalong Seminary Ridge. The Union,
with interior lines, held tlie key points of Culp's Hill, Ceme-
tery K i l , and Cemetery Ridge. Elements of Meade's 11,111,
andXII Corps beganto reaclithefield in the late afternoonand
evening. Meade himself arrived after midnight 2nd decided
that fate had made Getrysburg the place to fight Lee.

Lee's A n r y of NortI~ernVirginia invades Pennsylvania.

Tliere are two scenarios provided for refighting the First


are &ree steep, roclcy, wooded lcnolls - Little Round Top,
Day of Gettysburg. The first scenario listed below will take
Round Top, and the Devil's Den. Round Top is highest, hut
approximately 7 hours to play and can accommodate up to 7
of less tacticalsignificance than the others, becauseit is heavily
players. The second scenario will talce approximately 9-10
wooded, too steep forfield artillery, and beyond effective rifle
hours and can handle up to 9 players. Tlie terrain, starting
range of Litde Round Top, 500 yards to the north. There are
numerousrail fences and stom w d s . The Culp's Kil-Ceme-
tery HU-Cemetery Ridge-Little Round Top position has
great defensive suength with each part s u p p o r b g the others.
Tbe hnttle on Jirly 1st.
l
At dawn on July lst, General Heth's Division
of A.P. H i s Corps advanced toward Get-
tysburg with orders to reconnoiter. General
Buford's Union cavalry division dismounted The Iiattle on Jrrly 1st-A.P.Hillattacks the Union I Corps'position nenr the Llcthernn Seminny.
and rook up defensive positions along a ridge
northwest of Gettysburg. They rnanaged to hold up the ~ositions, and arrival times of units are the Same for both The following terrain features will provide a -1 fire
Codederare advance until help arrived in the form of the ;cenarios. The oniy differences are the number of mrns and combat modifier for cover: woods, the sunlcen road, the
Union I Corps commanded hy General Reynolds. General iictory conditions as described below. railroad cut, and the town of Gettysburg.
Pender's division of Hill's Corps arrived shortly thereafter The following terrain features will provide a +l charge
and gradually became drawn inm the growing battle. rerrain. Terrain should he laid out as shown in Map 1. combatmodifierforfavorableground: defendingbehindRock
In the meantime, tlie Union X1 Corps, commanded by mportant terrain elements are McPherson Ridge, Seminary Creek or Willoughby Run; defending on the crest of McPher-
General Howard, had rnoved through Gettysburg and taken iidge, [he unfinished railroad cut, the town of Gettysburg, son Ridge, Seminary Ridge, or Cemetery Hdi; defending in
up defensive positions north of the town. General Rodes' 2emetery HiU, Culp'sHill, Willoughby Run, andRockCreelc. woods or in Gettysburg. A 12 modifier applies when defend-
division of GeneralEwell's Corps stnick theXI Corps shortly Thefollowing terrainfeatures are considered to he rough ing Culp's HU Favorable ground modifiers are notcumulative.
after noon. General Early's division of Ewell's Corps arrived errain and will affect movement: die wooded portion of The following terrain features wdi provide a +l charge
soon after and stmck the right flank of tlie Union positions. X P ' s Hill and any movement through Gettysburg nor on combat rnodifier for defenses: stone walls, the sunken road,
The successive Codederate attacks drove the Union troops .oads. Rock Creek and Willoughby Run are 1" inwidth and and the railroad cut.
back to Seminary Ridge and h e n off the ridge and through the ire fordable dong their entire lengths. Movement across the
town of Gettysburg. d r o a d cut is conducted as fording. A unit in rnarch column Starting Positions. Map 1 indicates the starring positions
General Hancock, who had assumed command after nay move down the cut without penalw. of al1 units as of 1000 Tulv 1st. The order of battle on oaees 63
General Reynolds was killed by a sniper, managcd to r d y the I
1700Rond R I I I Corps-Anderson's Division, O n July 2nd, four UnionCorps andportions ot
Anderson- Wicox, Mahone, Wright, NO others were present by 0900. By noon sis
Lang, Posey, 2 bty. corps were on hand, almg with rhe army's
reserve artillery. The Union V1 Corps, having
made a 34 mik forced march, began arriving at
1530. Meade's dispositions were very strong &ept in &o
SCENARIO 1 places. In the confusion, Little Round Top was left occupied
The Gathering Storm by o d y a signd station when the 1st Cavahy Division was
dispatcbed to guard the army trains. In addition, the com-
Game length. Play begiis with the Confederate 1000 turn mander of the IIICorps, GeneralDanielE. Sicldes, onhis own
md ends after the Union 1700 Nm. The uoops listed as responsibility moved his line forward from the south end of
irriving on the 1700 turn are nor. used in this scenario. Cemetery Ridge to higher, more defensible ground dong the
EmmitsburgRoad.This movement, however,placed his corps
Victory conditions. Casudty points are accumulated as in an exposed salienr.
isted in the Casualty Points Chart. In addition points are On the Confederate side, Lee hadnot been able to attack
iwarded to each side for control of the following geograpliic early; recomaissance took time, and Longstreet's leadmg
~bjectives.A player controls the listed objective by having an division (Hood) was not complete until the afternoon. Addi-
nfantry brigade occupying the cresr of the hill at the end of the
icenario. The bnttle onJzrly 2nd
Union Confedernte
Cemetery Hill 5 prs 20 pts.
Culp's Hill 5 pts. 20 pts.
Decisive victory- Accumulate at least 30 victory points and
it least mice as many as the opposing side.

ratical victory- Accumulate at least 15 victory points and


nore than the opposing side.
>ra+ If neither side accumulates 15 victory points or bath
:ides accumulate the same number of points.

and 64 lists the streneths of d units who oanicioated in &e 11OORondF. X I Corus-3rd Division. Schurz-
SCENARIO 2
first day's battle.
0

~ckimmelfennig,~ r z ~ & m w s l c1ibty.


, Ewell Presses the Attack
IUORond G. X I Coips, Howard-1st Dzvrsron, Barlow-
U N I O N STARTING UNITS VonGilsa, Ames, 1 b v . Jame length. Play begins witli the Confederate 1000 turn
1700RondF. X I Coips-2nd Division, VonSteinwehr- nd ends after the Union 1930 turn.
Buford's Cnv~li~!Division,Buford - Gamble, Devin, 1 lis. bty.
Coster, Smith, 1 bty.
I Coips, Reynolds-1st Division, \Vadsworth- Meredith, Cut- v'ictory conditions. Casualty points are accumulated as
Ier, 2 bty. -3rd Division, Doubleday- Rowley, Stone, 1 bty. 1700Rond E. X I I Coips-2nd Division, Williams- .: isted in &e Casualty Points Chart. In addition points are
McDougall, Ruger, 1 bty.
warded to each side for control of the following geographic
C O N E D E R A T E STARTING UNITS 1 7 3 0 ~ o nE.
d X I I Coips, Slocum-1st Divirion, Geary- ibjectives. Control of a geographic objective is the same as
Candy, ~ a n eGreene,
, 2 bty.
III Coips-Heth's Drvas~oiz,Heth-Pettigrew, Brockenbrough, lefined in tlie scenario 1 rules listed above.
Archer, Davis, 2 bty. -III Corps Artzlleíy 2 bty. CONFEDERATE ORDER O F ARRIVAL Union Confederate
Cemetery H i 10 pts. 10 pts.
Order of Appearance. All units enter in march column 1130Rond A. III Coips, A.P.Hill- Pender's Division,
Culp's Hill 10 pts. 10 pts.
along tlie roadspecifiedesceptRodes'divisionof theIICorps. Pender-Perrin, Lane, Thomas, Scales
Any brigade may spend the designated turn of entry offboard, 17OORondR III Corps-Pender's Artillery-2 bty. Iecisive victory- Accumulare at least 35 victory points and
using rhat turn to change into a different formation. On the -III Corps Artilleiy- 2 bty. t least nvice as many as the opposing side.
following turn that unit may enter within six inches to eitlier 1300 AI1 brigades of tbis division enter between ronds B
side of the entry point road. nnd C in single or double line. 7ncticnlvictory- Accumulate at least 20 victory points and
I 1 Corns,
' . Ewell-Rodes' Division, Rodes- iore than the opposing side.
U N I O N ORDER O F ARRIVAL Daniel, Iverson, Doles, Ramseur,
O'Neal, 2 bty. )ra- If neither side accumulates 20 victory points or both
1100Rond G. I Coips-2nd Division, Robinson- Paul, 1400RondD. I1 Coips- Endyf Division, Early-Hays, ides accumulate the Same number of points.
Baxter, 1 bty. Avery, Smith, Gordon, 2 bty.
II Coips, Hancock-3rdDivision, Hays- Carroll, Smyth, Wd- The units listcd abovc are die only ones who take part ir
tionally, Longstreet lost two hours countermarching to con- lard, 1 bty. -2nd Division, Gibbon - Harrow, Webb, Hall, 1 this scenario. They may not move from tlieir positions untd
ceal his artack from Union loolcouts. Not until 1600 did the bty.(1700)-lstDivisio1z,Caldwell-Cross,Kelly,ZooliBrooke, tlie time listed.They may conduct fire combat, defend in
attack start, when Longstreet's men, liaving deployed, ad- 2 bty. (1630) charge combat, and counter-charge an enemy thar seizes their
vanced toward Lirtle Round Top and Devil's Den. At this III Coips, Sickles-1st Division, Birney- Graham, \Vard, position.
point Meade's chief engineer, Generalwarren, discovered that deTrobriand, 2 bty. -2ndDivision, Humphrey- Carr,Brewster,
Little Round Top was unoccupied. He persuaded [he com- B u r h g , 2 bty. (1600) Game length. Play begins with the Confederate 1600 turn
mander of the che V Corps, Genera1 Sykes, to send w o VCoips,Sykes-lstDivisioll,B~nes-Vinceng~~eitzer,~~~ton, a d en& after the Union 1930 turn. There are 8 turns in this
brigades and some millery to the hili. They arrived just in scenario,
1 bty. (1600) -3rd Division, Craiviord - Mccandless, ~ i ~ h ~ ~ , can be played in approximately 1-5 hours.
time to hold the summit against a furious Confederate attack. 1 bty. (1630) - 2nd Division, Ayres - Day, Burbank, Weed, 1 are accommodate players.
Wlde the battle for Little Round Top was in progress, bty. (1700)
desperate fighting raged through the Peach Orchard, the Ai-tille~yReserve- 14 bty. (One bnttey is relensed ench Union
Victory conditions. The Confederates can achieve a
Wlieat Field, and Devil's Den. There were numerous delays decìsive victoy by fulfilling foUowing
tirrnJ
and much confusion on botli sides. As General Caidweii's 1. Have an infantry brigade on the crest of Little Round
Union Division counter-attacked General Hood, Genera1 CONFEDERATE STARTING UNITS Top at tlie end of tlie 1930 turn.
McLaw's Division attacked tlie Peach Orchard, opening a gap
in the Federal lines. Sickles' line cracked as Union troops Figbting forLittle Roiind Top, July 2nd. (Photo coirtesy of 2. Inflict at least 20 casualtypoints on [he Union and obtain
Anderson,
ICoips,Longstreet-Hood'sDivision,Hood-Law, at lease a ratio in casualty
found chemselves attaclced in the flank and rear. Held in check Leighton FilmslGettysbirrg in Minintim.) Robenson, Bennin~.2 bw.
by hasdy formed h e s of Federal artillery, the Rebel attack .
, (1600) -il.lcLnws' Division.
McLaws- Kersliaw, Semmes, Barksdale, Wofford, 2 bty. -1 The Confederacy wiU achieve a tacticnlvictoy by ful-
drove only as far as Cemetery Ridge and Little RoundTop. At SCENARIO3 Coips Aitilleiy - 4 bty. (1600) filling one of the conditions listed.
that point General Slocum's X11 Corps, under General Wil- III Colps-Andersoni Division, Anderson- Wicox, Mahone,
The Bnttle for the Rozind Tops The Union wins a decìsive victoy if the Confederacy
liams, and General Crawford's Division from the V Corps \Vright, Lang, Posey, 2 bty. -111Co~psArtillei~~-2
bty. (1700) fails to achieve either condition listed above.
halted the attack.
Lee had ordered his troops to attack progressively from Terrain. Only the southern half of the battlefield wil1 be
right to left, and now General R. H. Anderson's Division used in this scenario. Only that portion of Map 2 will be Jirly 2nd-the bnttle rages over the pen cl^ Oi-chnrd, the Whentfield, Devil's Den, nnd Little Roiind Top.
assaulted Cemetery Ridge, but was driven off. On the north, needed. Terrain should be laid out as shown in Map 2.
Early and Johnson attacked, capturing some trenches on Important terrain elemenrs are Big Round Top, Little Round
Culp's H il ,
buecheUnionpositions proved toa strong. As die Top, Devil's Den, [he Peach Orchard, the Wheatfield, Semi-
day ended the Federals held al1 their main positions. The nary Ridge, Cemetery Ridge, and Plum Run.
Confederates fought hard and with great bravery, but Lee's Thefollowing terrain features are consideredto be rough
attacks failed to breakthe Union front decisively at any point. terrain and wil1 affect movement: woods adjacent to the
Wheatfield and Devil's Den, the entirety of Little and Big
Round Top, and Devil's Den. Plum Run is 1" in width and is
fordable along its enrire length.
The following terrain features will provide a -1 fiue
combat modifier for cover: woods and stom walls. The
following terrain features are estremely broken ground and
wiU provide a -Z modifier for cover: Devil's Den, che crest of
Little Round Top, and d of Big Round Top.
Tlie following terrain features d l ~ r o v i d ea +l charge
combat modifierforfavorable ground: defending behind Plum
Run, in woods, or the western slope of Little Round Top. A
1-2modifier applies when defending Devil's Den, the crest of
Little RoundTop, or al1 of BigRoundTop. Favorable ground
modifiers are not cumulative.Cemetery Ridge does not pro-
vide a modifier for charge combat.
Stone wallswillprovide a+I charge combat modifierfor
T11e Wheatfield chnnged hands several times in thefirrioits defenses.
flgbting on tbe second dny (Photo coirrtesy of Leighton Starting Positions. Map 2 indicates die srarting positions
Films/Gettysbirrg in Mnintnre.) of al1 units as of 1600July 2nd. The order of battle onpages 63
and 64 lists the strengths of d units who prticipated in the
second day's battle.
There are w o scenanos provided for refighting the
Second Day of Gettysburg. Unlike the first day scenarios U N I O N STARTING UNITS
these differ greatly in terms of size and scope. For that reason I Corps, Newton (Reynolds)-3rd Division,Doubleday-
each will be listed separately in its entirety. Rowley, Dana (Stone), Stannard, 1 bty. -2nd Division,
Robinson- Coulter (Paul), Baxter, 1 bty. (1700)
paper. Those units may enter nortli of location X on Map 2 scenario wili take appro.uimately 8-10 hours to play and can
III Co~ps,A.P.Hil1-Pender's Division, Pender - Pernn, Lane, during any Codederate turn. accommodate up to 12 players.
SCENARIO4 Thomas, Scales, 2 bty. -Hethrs Division, Pettigrew (Heth)-
Lee's Grmd Attmk
Marshall (Pettigrew), Brockenbrough, Fry (Archer), Davis, 2
bty. -III Coips Artilleql- 2 bty.
U N I O N ORDER O F ARRIVAL
.
Victory conditions. Casualtv, ooints are accumulated as
~ ~~ ~

listed in the Casualty Points Chart. In addition points are


.~-

1530 rond E. VI Coips, Sedpiclc-1st Division, Wright-


Torbert, Badert, Russell, 2 bty. awarded co each side for control of the following terrain
Terrain. The entire batdefield (14' by 6') will be used inthis Allunits escept theUnion ArtillcryReserve are available
scenario. Terrainshould be laid outasshowninMap 2. Critical to move without restriction on thefirst turn. The 14 batteries 1600 rondE. VI Corns-Howe's Division. Howe- Grant.' objectives: Culp's Hill, Cemetes.Hi, and Little RoundTop.
terrain features include [he town of Gettysburg, the continu- of the Reserve are released one per Union turn beginning with 2'
N d l . btv. A player controls the listed objective by having a brigade
occupying the crest of tlie hill at the end of the scenario.
ation of Seminary Ridge, Cemetery Hill, Culp's Hii, and [he 1300 turn. O n tlie turn that a Confederate infantry brigade 1630 rond E. VI ~ o r p s - j r dDivision, Wheaton (New
ton)- Shaler, Eustis, Nevin (Whearon), The Codederate player receives 10 points for each ob-
those features listed in Scenario 3. A one foot wide exrension advances to within 12" of the reserve, al1 remainingunreleased
2 bty. jective he controls at the end of the 1930 turn. The Union
ro tlie east of Culp's Hill could be added to hold Johnson's batteries must retreat a full move during the Union turn. O n playerreceives 15pointsifhecontrolsdthreeobjectivesatthe
Division. As an alternative, the position of the units could be subsequent turns the batteries are available to move without CONFEDERATE ORDER O F ARRIVAL end of [he 1930 turn. If the Union player has lost control of
kept offboard until they enter to assault Culp's Hill or at any restriction. even one obiective. he receives no terrain obiective ~ o i n t s .
location north of the hill. In addition ro those terrain features
Order of Appearance. Al1 units enter in march 1300 nbove X II Corps-Jobnson's Division, Johnson-
listed in scenario 3 as affecting movement and providiig fire Decisivevictory- Accumulate at least 40 victory points and
column on the road specified.Any brigade may spend the turn Steuart, Williams, Walker, Jones, 2 bty.
and charge cornbat modifiers, [he follolving also apply. at least nvice as many as the opposing side.
of arrival offboard, using that turn to change formation. O n 1400 rond A. I Corps-Pickett's Division, Pickert-
Thefollowing terrainfeatures areconsidered to berough
the following turn that unit may enter within 6" to either side Garnett, Armistead, Kemper, 2 bty. Tactical victoy- Accumulate at least 40 victory points and
terrain and wil1 affect movement: tlie wooded portion of
Gulp's H ii and any movement through Getrysburg nat on of [he road. more than the opposing side.
Game length. Play beginswiththe Codederate 1300 turn
roads. Rock Creekis 1" in width and is fordable alongits entire If roomis nor available ro construct aone foot exrension md ends after the Union 1930 turn. There are 14 turns in this Draw- If neither side accumulates 40victorypoints or both
length. to die east of Culp's Hill, Johnson's Division may be held scenario. Due to [he large number of units involved this sides accumulate the same number of points.
Tlie
- -- followineu terrain features wili orovide a -1 fire offboardand thepositionandformation of eachunit noted on
combat modifier for cover: woods, the sunken road, breast-
worlis, and Gettysburg.
The following terrain features wil1 provide a +l charge
combatrnodifierforfavorableground: defendingbehindRock
Creek; defendingon the crest of Seminary Ridge, or Cemetery
Hill; defending in woods or in Gettysburg. A +2 modifier
applies when defending the wooded portions of Culp's Hili.
Favorable ground modifiers are nat cumulative.
The following terrain features wiü provide a + l charge
combat modiiierfordefenses: stonewalls, the sunkenroad, the
breasnvorks dong Culp's Hill and Cemetery Hd.

Starting Positions. Map 2 indicates the starring positions


the units could have occupied as of 1300 July 2nd. The order
of bat& onpages 63 and 64 Ests the strengths of all units who
participated in the second day's battle. Aü units listed in
Scenario 3 are available in addition to the following:

ADDITIONAL U N I O N STARTING UNITS

I Coips-Zst Division, Wadsworth- W.Robinson (Meredith),


cutlei, 1 bty.
X I Corps,Howard-3rd Division, Schurz- van Amsberg
(schi&elfennig), ICrzyzanowslU, 1 bv.-
IstDivision, Ames (Bar1ow)- Von Gilsa, Harris (Ames), 1bry.
-2nd Division, Von Steinwehr- Coster, Smith, 1 bty.
X I I Corps, Slocum-ZndDivision, Wiliams- Mcdougall,Ruger,
Lockwood, 1bty. -1stDivUion, Geary- Candy, Kane, Greene,
2 bty.

ADDITIONAL CONFEDERATE STARTING UNITS

IICorps,EweU-Rodes, Division,Rodes-Daniel,Iverson,Dole,
Ramseur, O'Neal, 2 bv.-Enrly'sDivision,Early-Hays, Avery,
Smith, Gordon. 2 btv. - U Coi-es Artillev- 4 btv
Coulter (Paul), Baxter -I Corps Aitilleiy- 2 bty.
SCENARIO5 II Corps, Hancock -3rd Division, Hays- Smyth, Sherrill
Pickett's Chnrpe
" (Willard) -2nd Division. Gibbon- Harrow. Webb. Hall -1st
~ivision;Caldweil- M&een (Cross), ~ e l í~~r a, s é (Zoolt),
r
Terrain. Terrain should be laid out as shown in 3. Broolce -II Corps Aitillely- 4 b v .
Important terrain elements are Seminary Ridge, Cemetery 111 Colpr -2ndDivision, H u m p h r e ~- Carr, Brewster, Burling
Ridxe, Ziegler's grove, the stom wal1 and breasmorks. Aitilleig Resewe- 5 b v .
- The followkg terrain features wil1 provide a -1 fire
combat modifier for cover: woods, stone walls, and breast- CONFEDERATE STARTING UNITS
works. I Coips, Longstreet-Pickett's Division, Pickett- Garnetr,
Defending in woods wiil provide a +l charge combat
Armistead, Kemper.
modifier for favorable ground. Cemetery Ridge does not
111 Corps-Hetl~'sDivision,Petugrew (Heth) - Marslid (Pet-
provide a modifier for charge combat.
tigrew), Broclcenbrough, Fry (Archer), Davis - Pender's Di-
Stone w d s and breasnvorks wil1 provide a +l charge
combat modifier for defenses.
vision, Tnmble - Scales, Larie,
Order of Appearance. The following Confederare units
Starting Positions. Map 3 indicates the srarting positions enter along seminary x d g e in single liine formation:
of d units as of 1500July 3rd. Only those units participating
in hearna& are shown. A,J union and codederate 15:3OIIICorps-Anderson'sDivisio~1~Anderson-~I~0~~Lan~,
unitsoresentarenotshownanddonotneedro besetu~forthis
battle. Theorderof batrleonpages 63 and64liststhestrengths length. hegins widi Union 1500 and
of d units who participated in the harde.
ends after the Confederate 1730 turn.
UNION STARTING UNITS Victory conditions. The Confederare player wins a
decisive victory at the end of tbe turn on which 3 non-spent
I Corps,Newton ( ~ e ~ n o l d s ) - 3 Division,
rd Doubleday - Confederate brigades cross the Taneyrown Road beween
Rowley, Dana (Stone), Stamard -2nd Division, Robinson- points A and B on Map 3.

On Jirly 3rd one divisionfrom Longstreet's Corps nnd two froin


A.P.Hill's lnrrnched nfirtile nnd bloody nssnidt irpon t11e Union center. The climnctic moment dirriizg Pickett's Charge wlien Armistend leads bis men acmss the stone wal1 nt tlx Angle.

Tlie bnttle on Jnly 3rd. On the night prior to July 3rd, Meade, after
requesting the opinions of his corps command-
ers, decided to defend rather tlian attaclc. He
als0 suspected that Lee, having attacked his
rirrhr and Ieft, would now try forhis center. He
u

was correct. Lee firsr planned to launch a fuil-scale, coordi-


natedattack alongrheentireline. He ~lian~edhismindinfavor
of a massive frontal assaulr by 15,000 men from 3 divisions of
Longstreet's and Hill's corps against the Union center, which
was held by GeneralHancock's I1 Corps. Abour 1500, after an
a r d e r y duel that failed to lcnock out the Federal artillery, the
Confederates under command of General George E. Pickett.
attaclted easmardfrom Seminary Ridge alongaonemile front
The assaultforce moved at a wdtunrilit reached die Emmits-
burg Road, then broke int0 a run. Union artillery, especidy
40 guns onthe south end of Cemerery Ridgeand some guns or
Little Round Top, opened fire, decimating the gray ranks, anc
forcing Pickett's men to the north. Despite heavy casualue!
the Rebels kept their formation until diey came wirhin rifle
and canister range of the I1 Corps. By then theunits were badlj
intermingled. A few hundred men from Pickett's centei
reached and crossed die stone wal1 defended by Genera
Gibbon's Division, only to be quickly cut down or captured
Pickett's survivors withdrew to Seminary Ridge and the battle
had ended. Lee withdrew his shattered army under cover of:
heaw rainfall durinrr the evenine of Tuh 4th.
andacavalry division. There were three divisionsineach corps remaining stands in the brigade are reduced to the third
and most divisions had four brigades. Artiüery was distrib- number, the brigade is spent. The effects of being fresh, worn,
uted at both the division and corps level. or spent are explained in the brigade effectiveness section of
The Order of Battle below lists tbe organization and the d e s .
strength of the opposingarmies. Brigades, leaders, and baaer- Leaders marked as "E" in the Order of Batde are rated
ies thatwere present are listed individually for each day of the exceptional. Inaddition, certainbrigades are also marked "E",
battle. Losses inflicted during the first w o days of tlie batde which idenuiies their brigade commander as exceptional. The
are reflected by the reduced strengths of units on the second effects of exceptional leaders are explained in the mles.
and third days. Aü units present on the third day are listed An identification label must be prepared for each bri-
althoughmostwillnotbenecessarytofightscen~o5,Pickett's gade, leader, and battery. Instmctions for preparing these
Charge. They areprovidedforthose gamerswishingtodesign labels can be found in [he labeling section of the mles.
alternative third day scenarios. Gettysburgwas the largest batde of the C i d War. Fairly
As explained inthe mles each infantry or cavaly brigade large miniature armies are needed to recreate [he battle, par-
consistsof anumberofstands. Thefirstnumberlistedfor each ticularly the second day's fighting. To field both armies the
brigade is thestrengtbof that brigadefor thatday of tlie baak, players wiü need 10 corps leader stands, 29 division leader
and reprecents the brigade at thefreshlevel. \Vhen the brigade stands, 69 artillery batteries, 14 stands of c a v h 11stands of
has suffered stand losses reducing it to the second number, it dismounted cavalry, 582 stands of infantry, and assorted
loses effectiveness and is now considered worn. When the markers.

The Union wins a decisive victoly if the Confederacy 3. N o Union artillery may move west of Cemetery Ridge.
Fails to achieve the condition listed above or causes 6 Confed-
zrate brigades of the attacking force to become spent and lor 4. The Confederate at staflunits are placed three inches east of
eliminated. The game ends immediately when 6 of the 9 Seminary Ridge to start the game. AU at start brigades in
xigades under Longstreet's command become spent andlor good order during the Confederate 1500 turn must advance
:liminated. a full move in a straigbt line toward Cemetery Ridge. These
units arefree to move in any mannerdesuedstartingwiththe
Scenario Special Rules. 1530 turn subject to the restrictions of scenario special tule
#2 above.
l. The 9 Confederate brigades available at start are the attack-
ing force. They are under the command of Longstreet and
his modifier can be used for al1 of those units. The brigades
of Anderson's Division are a covering force to protect the
flanks of the attaclc. Anderson's brigades can not use
Longstreet's modifier. Anderson's brigades must remain at O n June 30th, 1863 the Union's Army of the Potomac
least 6 inches west of Cemetery Ridge at ail times. numbered 115,000 officers and enlisted men, with over 360
gum. It consisted of 51 infantry brigades organized inco 19
!.The Confederate attack was centered on tlie copse of trees. divisions, whicli in turn were organized into 7 infantry corps
The Confederate brigades cm charge Cemetery Ridge only and a cavalry corps of 3 divisions. Artillery was distributed to
beween points C and D on Map 3. Numerous V1 Corps eacli corps with 114 guns held as the Army Artillery Reserve.
units were just south and easr of Cemetery Ridge andwould The Confederacy's Army of Northern V i g i i a num-
have stopped any Codederate breakthrough on the south- bered 76,000 men and over 270 guns. After the death of
ern portion of the Ridge. StonewallJackson itwas reorganizedintn t h e e infantry corps
and he retired at once toward die Potomac, but it was several
days before [he Confederate Army could cross the flooded
Potomac and return to Virginia.
Of 90,000 Union troops and 75,000 Codederates, there Prcsident Lincoln was elated by Meade's victory and
were more than 51,000 casualties. The Army of the Potomac Grant's capmre of Vicksburg. He thought the war could be
lost 3,100 killed, 14,500 wounded, and 5,300 prisoners and brought to an end in 1563 ifMeadepursued and destroyed the
missing. Of the Army of NorthernVirginia,3,900were lulled, Army ofNortliernVirg'inia on thenorth banlcof thePotomac.
15,700 wounded, and 5,400 missing and prisoners. But Lee still had a considerable force and Meade, exhausted
Botlisides liadfought hard and with greatvalor. Meade, from going almost completely without sleep d u r h g the whole
new to army command, had conducted an able and resolute campaign, moved only with reluctance, for which he was
defense. If Chancellorsviiie was Lee's best batde, Gettysburg severely criticized. Gettysburg was the last important action
was clearly Iiis worst; but [he reverse did nor unnerve I k or in die eastern theater d u ~ 1563.
g Aiter Gettysburg and
reduce his effccriveness as a commander. The invasion failed Vicksburg the focus of the war shifted to Temessee.
pieces of sheet plastic, balsa or basswood, or illustration board cloth, the sharp end of the nail or toothpick uunk is pushed
(dense, heaweight cardboard) can have trees permanenrly through the cloth and into the hill. This permits endless
mounted on them, withthe woods section then terrained as the variations. In al1 cases, trees should be no less than nvo inches
hiuswere. It mustbe noted thatas goodasthesewilllook, [hey apart, ro accommodate stands beween them without damage
also are very difficult to use on uneven terrain, since they to troops or terrain.
cannot conform to the surface.
Fields. This is tmly an area to use yourimagiiation. Almost
Trees.Trees areavailable commercially inmany types,shapes, anything can look like a field. Cloth, especially felt or cordu-
sizes, colors, and price ranges, and are useable right out of the roy, works weil. Flocking, sawdust, pencil shavings, model
box, or with minor modifications. Forevergreens, this is your railroad ballast, orkittylittercan be addedfortexture by using
best option, since making an evergreen by hand is a daunting spray adhesive. Furrows can be indicated using a marker pen.
prospect. O n a Civil War battlefield, however, most ifnot all Consider using the following, with or without added terrain
trees wil1 be of the far more easily made deciduous type. material; indoor outdoor carpetirig, drapery material, artificial
To make trees by the assembly line method, start with fur, and plastic grass (doormat astroturf) with a dull yellow-
the clothpom-poms taken off of bedspread trim. Fora uunk, brown wash liberally appiied to alleviate the sheen. Fields
pushanail or aroundtoothpickthroughthecenter of thepom- should be about 4-8 inches on a side, in irregular rectangles or
pom. Coat the tree with an adhesive (spray, rubber cement, with at least w o sides. Occasional smallstones on the
white +e), androU the treeinflocking, inshades of green, and fields will add to the look.
set aside to dry.
These trees are mounted in various ways. To make free Walls and fences. Flat toothpicks make excellentpost and
standing individual trees, make a base for each from 314 inch rail fences. The posts are about 314 inch tall and set in pairs,
diameter fender washers, covered with spaclde or ribbon with the rails of about a half toothpiclclength, and sandwiched
epoxy. Set the tree into this, and terrain the base. If you want beween them. Fence section lengths of 2-3 inches are most
to mount the trees in one of your terrained hilis, whiie con- usable. Insen the center posts of each length of fence into a
structingthe hiUs make wells or socketsfor the treesusing cut- smal1 ball of ribbonepoxy as a base, and squash this flat o n the
down sections of plastic cocktail straws. Slip the trees into bottom. The fence will stand by itself on this one base.
these as needed. A few wells will nor be especiauy noticeable, Worm fences are built of flat toothpicks, and laid upon
and won't mar the surface of the hill. each other five high at about a 15 degree angle. For both types
To mount the trees into unterrained hills under the of fences, cut or break ~ l e n t yof toothpicks into the proper
, lengths that you need. Before
use them, wash the tooth-
picks in a solution of blackpaint
and turpentine, which will im-
mediately color them the sbade
of agedandweatherbeatenwood, 44cLaws'Division attacks t l ~ eUnion 111 Co@ exposed salient in the Peacl~Orcl~ardon Jidy 2nd.
without the necessity for a labo-
rious paint job.
Piclcet fences are made out milt of quarter-round molding strips 114 and 112 inch in Acopy of thissbould bepreserved by photocopying. The cut-
of 112 to 314 inch wide strips of nidth. The curvedoutsideis coveredwithwhite glueand dirt- o~tbuildin~should be &ed to heavy cardstockorboard, such
white index card, with the verti- :olored flocking, ballast, sawdust, and ~ e n c i shavings.
l The as art board, and this then cut out and &ed together, and
cal "spaces" beween the pickets iertical inside is covered with lengths of round toothpiclt colored last. Roofs should be made in s d a r fashion, with
drawn in with a marker, and the úfixed as shoring, with parallel touching horizontal pieces, large sections of various types of roofing material (shingle,
strip [hen folded in half length- ind vertical supports glued to them every inch or so. board, tile) being drawn, then affixed to the roof of a buildimg
wise. These can be bent to form made out of card. This also can be colored eitherbefore orafter
corners. Cailroads. The best gauge for track is either N or Z for assembly. Washes workweU andwillnotobscure the features
Stone w d s are best built 5mm fipres, or HO or N gauge for 25mmfigures. Railway drawn on the pattern. W i d o w s are best done separately, and
by hand, using tweezers, white ,oadbed can be made from asphalt roofing shingles, or heavy then glued on the outside of the building where needed.
glue, and coarse kitty iitter or : h h with kitty litter, gravel andlor ballast glued to it. For an
very fine gravel. These can then mbankment orcur, asteep section of hillshould be made with Miscellaneous. Lichen should be added judiciously to [he
be painted and dry brushed. hese glued to what wil1 serve as the sides of the cut. batdefield, to give the appearance of scrub, and in similar
fashion smal1 stones can serve as occasional rock outcrop-
Fortifications. The most 3uildings. Commercially available Civii War buildings are pings. These have no effect on the game, and are for aesthetic
commonsortwillbepiles of fence '~ied,plentiful,andusuallyquitegood. Specificbuildiigs of purposes ody, in the same fashion as single buildings.
rails about 114 inch high. Black- 'anicular historica1 import, like the Lutheran Seminary with Occasional man-made objects, such as fence gates, cemetety
wash them..as vou
, did the fence f m o u s cupola, will need to be built by hand. A drawkg of markers and monuments, and the like, are available commer-
Toorlipicks, kitty lifter aiid wood molding con be nsed r0 makefroni rop to borroni: eortliworks, material, and glue themtwgether. he stmcture is best made on paper, and then can be colored. cially.
posr and rail feiices, worni fences, IOMJ sroiie w011,ond breostworks ofpiled rails. Simple earthworlcs can be
P -

The arc of fire gauge should be photo-copied, cut out, folded and together for use. To properly use the gauge, place the
short side flush againsr the edge of the firing stand. One side of the gauge has the left arc of fire for infantry and the right arc
of fire for artillery. Flip rhe gauge over for the right arc for infantry and the left arc for artillery.

DIE
DISORDER EFFECTS G O O D OKDEK EFFECTS

PLAY
SEQUENCE
CHART MOVENENT
~ T E CHART
S
B.& Rad R o u ~ h Fordiq
PUYERTURN
UNION Iiibnirv 12' $2 x -3'

Chorgr (3rd) Phase: Thc Unioii riid Conirdenrc players rimul-


uneouily ratilre combar lor d c h q c s m& durint: rhc mzncuurr
FALLEN
LEADER
TABLE
p h u c md bruiidirmugh: Al1 combrr &m ur rirnulunruusly q - DIE
o l i d ir die icrnlurinn ot c o m b l r RESUII EFFECTS
Die
hIOUlFIEIU: REUL'I' DISORDER EFFECTS C O O D ORDER EFFECTS

x t i l íïrc puin= iur infinrrs ;ml


dismiiunred S ~ Yi ~i dNr mzricd
disnnlexd rir Iiw mi .imniuniriun.
x li2 iirc iirm Ïor e x h anillcri sund
marRcd ;r*L d;lr&ed birrk. ....... .......
.........
..........
.........
x2 lirï puinw kir czih iond f i h g + i In column i ~ r m d o n :;.:S;fi:.<::
.... s / J ~ & ~ mil;cr
+ + ~ hi,idr
~ ~Rr,,unii.
~
imm rniildc . ...........
. .........
. . . ... 2nd annor clr:iiii;e iomwriun.
i 2 Frrrh rrmitir
+I ti> &r irsulr whcn firiii; Ir z mger
rhat is: limlicrcd. in rolu,mn.
mounred ai+, chmgmg
formarioii i,r inorcrneni inudc. i w
xbuur Ï x h g

MOVEMENT
RATES
CHART
BZ& Rond Ruligh Fording
lofanrv 11' 12 iic -3'
k h c u v r r (1st) P h u e : Thc Uniori play~r.rnnwuïcr rheir

- --
RESULT EFFECTS

h.Ianeuvrr (1st) Phae:ThcConicJerse piayrm mmcuvci ihcir


b r i g d q bmciicï m d luiiem.
I. Rcplacc hllrn Inderr. iial derich I l r i d ~ ~ s
2 bluvc brigzd~.~ -d bzrtcric;
3. hiluvr dcuchcd l e ~ d r r
kluikrtry Si C o n n o n n d e (2nd) Ph-c: Tiic Uniim plryci
rncllra hir ddnuivr Src cc>mbir2nd ~ p p l i edi l combxr cifrc~.Tiic
Corifed-ie ph-wrhcn roiilvcï his iiifensiuciirr r.rimb:tr r n d ~ ~ ~ l i c s
d l combai ettecw.
C h z r g c (3rd) Phase:Thc Conf~mlïniemd Unirin pIzycrr iimul-
un~nlwlyresolvc combai for d l c h r i p m d c durin&rhc maneuver
p h u r md brdihroush. hl1 combx <ficcci arc r i m u l u n ~ o u i .p-
l~
pltcd ar thr raulurion uf combar.
FIRE and FURY

This 'black & white' edition

published 2002 by

ON MILITARY MATTERS
3 1 West Broad St
Hopewell, NJ 08525
tel: 609-466-2329 fax: 609-466-4174
e-mail: rnilitarymatters@worldnet.att.net
www.onmilitarymatters.com

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