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Posted on Mar 17, 2004 in Armchair Reading

Bonus Game: Lee at Gettysburg–the Battle for Cemetery Ridge

By Mark H. Walker

Melee Combat Undisrupted, unfired units may instigate melee during the melee phase. You may only melee adjacent units. Artillery may not attack in melee, but may defend. Artillery defending in a hex without an infantry unit shifts the odd one column right (in the attacker’s favor). Add the combat factors of all attacking units and the leadership values of leaders stacked with them. Next compare the attacking total to the combat factors of the units in the target hex. Express the result as an odds ?attacking combat factors versus defending combat factors. For example, 8 attacking combat factors versus 4 defending factors would be 2-1 odds. Fractions are dropped. So, 10 attacking combat factors versus 4 defending combat factors would still be 2-1 odds, but 12 attacking factors versus 4 defending is 3-1 odds. This odds ratio corresponds to a column on the CRT. Modify the column as per the TEC. Draw the top action card and consult the CRT. The possible results are: DLoss (1,2,3): All defenders are disrupted. Additionally, the defending units lose the total amount of steps indicated. A unit is flipped to its reduced (lower combat factor) side to indicate the first step lost, and removed when it loses another step. Leaders have no steps. If a hex containing a leader suffers losses the owning played draws an action card. If the number is even, the leader is removed from play. If all units are eliminated, the leader is eliminated too. All units must lose one step before any unit loses two. If all defenders are eliminated the attackers may advance into the hex. ALoss (1,2,3): All attackers are disrupted. Additionally, the attackers units lose the total amount of steps indicated. A unit is flipped to its reduced (lower combat factor) side to indicate the first step lost, and removed when it loses another step. Leaders have no steps. If a hex containing a leader suffers losses the owning played draws an action card. If the number is even, the leader is removed from play. If all units are eliminated, the leader is eliminated too. All units must lose one step before any unit loses two. R: Retreat. All defenders are disrupted. Additionally, all defending units retreat one hex. The attacking units may occupy the vacated hex. This result may be combined with a DLoss result. In such a case the defender takes the losses and then retreats the remaining units. Units must retreat away from the attackers and if forced to retreat through a ZOC must lose one step (total per stack) for each such hex. Leaders Leaders represent the men who led the combatants of both sides. Division commanders have two stars at the top of their counter. Corps commanders have three. Each leader counter has three values: Movement, Morale, and Leadership. Leadership represents the distance ? measured in hexes, and amount that a leader may affect their subordinate units. If a unit is within the leadership range of an undisrupted leader it may use the leader’s morale when rallying. Hence, it’s a good idea to rally a hex’s leader first. A leader’s leadership affects both fire and melee combat as previously discussed. Leaders must end each movement phase stacked with either artillery or infantry units (they may not be the sole occupants of their hex). Leaders may only lead (apply morale and leadership ratings to) units whose colored stripes matches one of the colors on the leader’s counter. Accordingly, a division commander, such as Early, may only benefit the brigades in his division. A corps commander, such as Ewell, can assist all the brigades and artillery units in his corps. Furthermore, a division commander within the leadership range of his corps commander, who has not assisted a melee or fire attack, may add the corps commander’s leadership to his own. For example, if Hill (corps commander) is within one hex of Pender (one of his division commanders), Pender may add Hill’s leadership to his own. Solitaire Game In the solitaire game the player controls the Confederate forces. The Confederate forces move freely. Union forces may not move or melee Confederate units. It is the Confederate’s job to fight through the Union troops to Cemetery Hill. Each hex of eligible Union forces will fire at the nearest Confederate unit in the Fire Phase and Defensive Fire Phase. If several hexes of same-division Union forces are equidistant from a Confederate target they will all fire together. It two Confederate targets are equidistant from Union forces the Union forces will fire on the hex containing the most combat factors of Confederate forces. If both hexes have equal combat factors, the Confederate player will don the Union cap and fire at the hex he or she believes will benefit the Union player the most. Note: Obviously, these are not air-tight solitaire rules. Use them ?and your common sense?as guidelines to dictate the Union play. Two Player Game One player controls each side without restriction. Winning To win the game the Confederate player must control the four hexes of Cemetery Hill (H15, I14, I15, and J14). To control a hex the Confederate player must either have a non-disrupted unit on the hex or have been the last player to have a non-disrupted unit on the hex. The solitaire game, which begins in the early afternoon, is 7 turns long. The two-player game, which starts about 9:00 AM , is 11 turns long. Sudden Death Victory If, in the two-player game, at the end of any turn, the Confederate player controls E8, I5, or I9 he draws on Action Card for each hex he controls. If the number drawn is equal to or greater than the turn number he wins. This represents the desire of Reynolds/Howard to hold the Confederates north of Gettysburg until the bulk of the army arrived. Scenario Notes The Confederate player will have a tough row to hoe in both scenarios, but such was the case in 1863. Note that Reynolds was killed early in the battle, but I don’t mandate that occurrence. If it happens it does, if it doesn’t, so be it. Why the solitaire restrictions? We play tested the game every way imaginable. Unless I wrote two or three additional pages of rules (and no one wants that), the current restrictions yielded the most realistic results. The Confederates will find that the Union defenses are a tough nut to crack in the solitaire game. Two-Player Game Set Up Union Initial Set Up C7: Devin A, Buford, and Buford Art. D6: Devin B. I5: Gamble A. G5: Gamble B. I13: Wadsworth , Reynolds, Cutler, M’dith. Reinforcements Turn 1 E17: Paul, Baxter, Robinson, St’nard, Stone, Rowley, D’day. Turn 2 E17: Reynolds Art (both counters). Turn 3 I17: Schurz, Kryz’n, Schm’l, Barlow, Ames, V Gilsa, Howard, Howard’s Art (both counters), Steinwehr, Coster, Smith. [The greyed text below is no longer needed as per errata of 3.28.2004] Turn 4 I17: Schurz, Kryz’n, Schm’l, Barlow, Ames , V Gilsa, Howard, Howard’s Art (both counters). Turn 5 I17: Steinwehr, Coster, Smith. Confederates Initial Set Up A6: Archer, Lane Art, Heth. A5: Davis Reinforcements Turn 1 A6: P’grew, Breck’n. Turn 5 I1: Ewell, Rodes, Daniels, I’vson, Doles, R’seur, O’neal. Latimer, Carter, and Dance Art. A6: Hill, Pender, Perrin, Thomas, Scales, Lane. Garnett, M’tosh, Pegram, and Poague Art. N3: Early, Hoke, Gordon, Smith, Heys. Jones and Nelson Art. [The greyed text below is no longer needed as per errata of 3.28.2004] Turn 2: I1: Ewell, Rodes, Daniels, I’vson, Doles, R’seur, O’neal. Latimer, Carter, and Dance Art. A6: Hill, Pender, Perrin, Thomas, Scales, Lane. Garnett, M’tosh, Pegram, and Poague Art. Turn 4 I1: Early, Hoke, Gordon, Smith, Heys. Jones and Nelson Art. Solitaire Game Set Up Union Initial Set Up F15: Gamble A. F12: Buford, Gamble B, Buford Art. D10: D’day, Stone, Reynolds Art. D9: St’nard, Rowley. D8: M’dith, Reynolds Art. E7: Wadsworth , Cutler. F5: Robinson, Baxter, Paul. H5: Schurz, Kryz’n. Schm’l, Howard Art. J4: Barlow, V Gilsa, Ames . L6: Devlin A. M7: Devlin B. J14: Howard, Coster, Howard Art. I14: Steinwehr, Smith Confederate Initial Set Up K3: Daniels. J2: Early, Hoke, Heys, Jones Art. I3: Smith, Nelson and Carter Art. I1: Ewell, Gordon. F3: Rodes, Doles, O’neal. E3: Dance and Latimer Art. B7: Heth, Archer, Davis , Poague Art. B8: Pegram, Breck’n, Pegram Art. A8: Hill. A10: Pender, Scales, Thomas, M’tosh Art. A11: Perrin, Lane, Lane Art. A12: Garnett. Reinforcements No reinforcements for either side.   List of Unit Abbreviations Omitted Brigades are not abbreviated. Ewell’s Corps Rodes’ Division I’vson: Iverson R’seur: Ramseur Hill’s Corps M’tosh (Art): McIntosh Heth’s Division P’grew: Pettigrew Breck’n: Brockenbrough Reynold’s Corps Wadsworth ‘s Division M’dith: Meredith (Iron Brigade) Doubleday’s Division D’day: Doubleday St’nard: Stannard Howard’s Corps Barlow’s Division V Gilsa: von Gilsa Schurz’s Division Kryz’n:Krzyzanowski Schm’l: Schimmelfennig Errata: I. Two Player reinforcement schedule. These supercede previous reinforcement schedule for these units. Union: Turn 3 I17: Schurz, Kryz’n, Schm’l, Barlow, Ames, V Gilsa, Howard, Howard’s Art (both counters). Steinwehr, Coster, Smith. Confederate: Turn 5: I1: Ewell, Rodes, Daniels, I’vson, Doles, R’seur, O’neal. Latimer, Carter, and Dance Art. A6: Hill, Pender, Perrin, Thomas, Scales, Lane. Garnett, M’tosh, Pegram, and Poague Art. N3: Early, Hoke, Gordon, Smith, Heys. Jones and Nelson Art. II. Gamble B should have a reduced side Firepower of one (1) [continued on nextpage]

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