Scenario Book. 3rd Edition, June Table of Contents

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1 Scenario Book 3rd Edition, June 2004 Table of Contents Update / Special Rules The First Day: July Herr Ridge Little Round Top: July The Second Day: July The Third Day: July The Battle of Gettysburg Credits Random Events Table GMT Games, LLC P.O. Box 1308, Hanford, CA #9505

2 2 Three Days of Gettysburg Scenario Book 1.0 Introduction The Three Days of Gettysburg, 3rd Edition, covers the most famous battle of the American Civil War. These Scenario Rules, and the GBACW 4.5 Rules, supercede and supplant all rules from the original edition. All rules below are in addition to the GBACW Rules. If they change the rules, such change is noted. 2.0 Components A complete game of Three Days of Gettysburg contains : 1 Scenario booklet 1 Great Battles of the American Civil War Rules booklet 6 Countersheets 3 Map sheets 1 Player Aid Card (11 x 17 ) 1 Union AM Sheet 1 Confederate AM Sheet 1 Union Reinforcement Schedule 1 Confederate Reinforcement Schedule 1 Gettysburg Turn Track & 2nd Disorder Card 1 Orders Chart/Terrain Effects Chart Card 1 10-sided die Map Scale: Each hex covers 125 yards. Terrain elevation changes represent fairly gradual increases in height, usually about 20 feet. Where the elevation changes are more abrupt, we have so noted. 3rd Edition Maps: For the sake of playability, minor slopes shown in the previous map editions have been deleted. Slopes now conform to the other games in the GBotACW series. 4.1 Commanders and Leaders 4.13 Cavalry Division Leaders. The divisional cavalry leaders Stuart, Buford, Gregg and Kilpatrick are each activated separately, using an Efficiency marker and their Activation Rating, if any. There is no Cavalry Corps commander (in the game). HISTORICAL NOTE: Alfred Pleasanton, the Union Cavalry Corps commander, stayed at Meade s side for the entire battle. 4.3 Artillery Leaders 4.34 General Henry Hunt is the Union Artillery Commander (formally, its Chief of Artillery). He is treated as if he were a Corps Commander, complete with Efficiency DRM, except that he has direct control over any/all batteries in his range. The Artillery Reserve units usually move when the Union Artillery AM is drawn, although individual batteries from the Reserve may be attached to infantry brigades (5.33) The Confederates have a corps level - Artillery Commander (Pendleton). The Confederate problem is that he isn t very good and was around mostly for show. At any time during the game that both men are on the map, the CSA Player may replace Pendleton (Efficiency DRM of 2) with Porter Alexander (No Efficiency DRM) he s already commanding the I Corps Artillery Reserve by undertaking an Efficiency Transfer: 2 AMs spent allows the player to: Flip the Pendleton counter to his reverse side (to Alexander as Artillery Commander). Flip Alexander s I Arty Reserve counter to its replacement side. DESIGN NOTE: We have left out the three CSA Corps Artillery commanders Walton, Brown and Walker because including them would add nothing to the game Artillery AMs are provided for those groups of artillery not attached to an infantry/cavalry command. They are used somewhat differently than regular AM: They may not be used for Efficiency Transfer, either to or from. The most Artillery AM that may be available in a single turn is 3. (Treat a 4 as a 3 ). PLAY NOTE: It is probably helpful to designate those batteries that will activate under an Artillery AM at the start of the turn with an Arty Reserve marker. 5.2 Efficiency 5.22 Example of Overall Commander Benefit: Both A.P. Hill and Longstreet start a turn in range of Lee. Lee has a 1 Initiative Rating. He may give that 1 to increase the Corps Efficiency (as per the drawn CE marker), by one, of either Hill or Longstreet, not both Exception: Cavalry Division Leaders of both sides do not need a Chain of Command to use their Activation DRM. To that extent, they operate independently. Example for the First Day, 0800 Turn: The Union Player draws a 3 Corps Efficiency Marker for Buford. As Buford may act independently, that means Buford gets, from the Efficiency Table, 4 AM for the 0800 Turn, as he has an Activation modifier of +1. The CSA Player draws a 2 CE for Hill s Corps (applied to Heth). Heth has no Activation modifier, but he is not within range of his Corps Commander. He, therefore, gets a reduced AM of Reinforcements 9.76 All reinforcements enter through the Staging Area listed in the scenario. Staging areas consist of a Direct Entrance hex (the one with the road/pike) and several Adjacent Entrance hexes. Units entering from the Direct Entrance hex may use any type of Movement/ Orders they wish. Units entering from an Adjacent entrance hex must use Advance or Attack Orders.

3 Three Days of Gettysburg Scenario Book Gettysburg Terrain 9.81 The Lott s Ridge Bridge: On Map A, across the RR cut between 1522 and 1723, there is a bridge! This is treated like any other bridge, with the following exceptions: Units may use this bridge only when moving from 1522 to 1723, or vice versa. A unit or its Extender may not end movement in hex 1623 when using the bridge. If there is an enemy unit in the cut in hex 1622, 1623, or 1523, a unit may not use the bridge. The bridge has no effect on Line of Sight. DESIGN NOTE: The Lott s Ridge Bridge was only about ten yards across; the cut is very narrow here and incapable of holding more than a few men at a time The Unfinished Railroad. Construction on the railroad stopped when the war broke out. The unfinished railroad is treated as a trail Railroad Cuts. Where railroad construction had cut through hills, it had left gorge-like passes: cuts. Railroad cuts have the following properties: No unit may enter or exit a Railroad Cut hex unless following the path of the unfinished railroad (exception: 9.81). Units in a Railroad Cut hex are considered to be one elevation level lower than the predominant elevation of the hex. Units in a Railroad Cut hex can only be fired at by units directly adjacent to the hex or by units that have a straight line of sight down the unfinished railroad line to the center of the Cut hex. No unit may Shock Assault into or out of a Railroad Cut hex unless following the path of the unfinished railroad. Units in a Railroad Cut hex suffer a +2 if fired upon and a 2 if conducting fire. Note that units in a Railroad Cut hex can only fire at units that could fire on them (see 3rd bullet above) The Sunken Road (labelled Long Lane on map), running SW out of Gettysburg on Map B, is treated as a Road for movement purposes. The road does have effects on combat, though, because it acts like a defensive trench. The defensive benefits for fire given on the Terrain Chart, however, do not apply if the target unit is fired at along the length of the road. Similarly, artillery units in a Sunken Road hex may not fire out of that hex, only along the road at targets actually in the road. PLAY NOTE: In essence, we re telling you not to put artillery in the Sunken Road Brooks. The map is criss-crossed with a large number of Brooks, which run through the hex, not along the hexside. These brooks have No Effect on anything, with one exception: it costs artillery one extra MP (+1 to the cost of the other terrain) to enter that hex. Also, note that the game terminology for creeks and streams often does not match the local name. Thus, Plum Run is a stream, etc Gettysburg. It is very difficult to move through the town of Gettysburg, except on the roads. The presence of buildings, fences, and other annoying terrain, not only slows movement but possibly disorders any unit formation cohesion. Town hexes are considered one elevation higher than the actual ground elevation for the purpose of LOS Farms. Hexes containing more than one building (other than Town hexes) add +1 to movement costs to account for fences, etc. Farms also have minor benefits for defenders. A hex containing a single building has no affect at all on play Off-map Movement. At the southern end of Map C there are several roads/trails that allow players to move from one entry hex to another, if they so wish. Players may use these roads/trails to either enter as reinforcements or leave the playing area of the map. No unit may move adjacent to an enemy unit that is using an offmap road/trail. This rule is an exception to Line of Sight Gettysburg Town hexes are treated as being one full level higher than the actual hex elevation. A town hex does not block Line of Sight if the fire is directed straight down a street or trail. EXAMPLE: A unit in B3617 could not fire at a unit in B3916. A unit in B3619 could fire at a unit in B Artillery Barrage Artillery Barrage is a method of combining a large number of cannon into one extended fire, whereas such combination is normally limited to combined fire, A player may declare an Artillery Barrage any time he draws an Artillery AM. Artillery AM are available only when that Commander (Pendelton/Alexander or Hunt) is on the map. All batteries within the Artillery Commander s Range adjacency is not necessary if within that range are eligible to use Barrage. PLAY NOTE: The exception to 4.22 does apply here, too When undertaking a phase of Barrage, the batteries may: combine fire as the player wishes (against any one target), fire twice in that Phase, but fire only at Shot/Shell Range (4+ hexes); and not move that Phase The usual Ammo Disorder dierolls on the Fire Table do not apply to guns firing Barrage. Instead, depending on how much of a Barrage, the barraging player must roll the die to check for each counter firing. He adds to that DR the number of activations that counter has fired that turn. Thus, using a 3rd Artillery AM to Barrage will incur a +3 DRM. Union. A dieroll of 9 or more disorders the battery/section. It may not fire again that turn, and must be rallied to do so later in the game. CSA. A dieroll of 7 or more disorders the battery/section. It may not fire again that turn, and must be rallied to do so later in the game. Moreover, if the dieroll is higher than 9, that battery/ section is permanently Disordered. Remove the unit from the game No player may use Barrage in two consecutive turns.

4 4 Three Days of Gettysburg Scenario Book 12.7 Leader Casualties EXAMPLE: General Hancock, II Corps Commander for the Union, is killed. Flipping his counter over, you see that his replacement would normally be General Caldwell. But Caldwell, too, is dead. Therefore, the Union player replaces Hancock with Gibbon, 2/II, (still using the Caldwell/Replacement side of Hancock s counter), and flips Gibbon to his Replacement side. DESIGN NOTE: We have been fairly strict about whose name gets to be used as a replacement, attempting to stick as close as possible to seniority. We have ignored actual events, such as having General Newton (3/VI) being placed in charge of the I Corps upon Reynolds death, etc. We apologize for any possible mistakes as to who would actually succeed whom. For those Gettybsurg buffs out there who want a bit more authenticity, we recommend taking a look at the Officer Seniority List in Dave Powell s This Hallowed Ground (The Gamers) Dismounted Cavalry DESIGN NOTE: CSA cavalry does not have a dismounted status in this game Berdan s Sharpshooters Berdan s Sharpshooters (Union) 1 US SS and 2 US SS (nominally attached to III Corps) are somewhat independent units. They have a Maximum Fire Range of 6, as they have specially equipped Breechloaders. Therefore, in addition to the normal capabilities of the Breechloaders, their Maximum Fire Range is extended to 6 hexes, with a DRM of 2 at that range. The make undertake activations with any one division (each). However, they must choose that Division at the start of the turn, and they use that Division s AM to activate. They may Rally themselves, as per If Routed they come back under the III Corps Major General Warren, USA Meade s Chief of Engineers, Gouverneur Warren, played a fairly important part in the last two days of the battle, undertaking a variety of command decisions and using his sense of what was happening and his initiative to do something about it. To represent this, use the following rules (there is no Warren counter): For any one turn starting with the first day turn of July 2, at the conclusion of any single activation, the Union Player may interrupt the normal flow of play (i.e., activation by AM draw) and declare a Warren Phase. He designates any one brigade as instantly activated, with all in-command units of that brigade undertaking whatever actions the player feels necessary (and are allowed). This activation is in addition to what that brigade will get from his Divisional AM. Nothing the unit does earns that brigade Fatigue during the Warren Phase. However, no brigade may be so chosen that it will undertake 5 activations in a turn. General G. K. Warren at the signal station on Little Round Top Major General Trimble, CSA Isaac Trimble, recently hors de combat after Chancellorsville, reported to Lee s HQ just in time for Gettysburg. However, he had no command. He was, essentially, a spare commander, who spent the early part of the battle second-guessing Ewell. Trimble may be used to replace any Corps (front side of counter) or Division Commander (reverse side) as needed Conditional Cavalry Reinforcements The Master Reinforcement Schedule allows both players to choose which, if any, cavalry units will participate in the July 3 rd cavalry battle which occurred to the east of the map area. This applies only to the Campaign Game, as the historical usage of these units is presented in the individual day scenarios On or before the 0900 turn of July 3rd, the CSA player must decide whether to withhold cavalry brigades scheduled to arrive and/or to withdraw those that have arrived. The CSA player has four (4) brigades from which to choose: Jenkins Brigade (arrives July 1, 1900) Fitz. Lee s Brigade (arrives July 2, 1600) Chambliss Brigade (arrives July 2, 1600) Hampton s Brigade (arrives July 3, 0700) Imboden s Brigade may not be so chosen. (See below) With each brigade selected, one of the Confederate horse artillery batteries (Breathed, Griffin, Hart, and/or McGregor) must accompany that brigade (1 battery per brigade) Confederate cavalry withheld are simply not brought on as reinforcements. Cavalry designated to be withdrawn must be so by the 1200 game-turn of July 3rd. A Brigade may not be withdrawn if any of its units (including the designated battery) is adjacent to an enemy combat unit or cannot trace a path of hexes clear of enemy units/zocs to Entry Areas 8 or 9. To withdraw simply remove the units from the map During the 1300 game-turn of July 3rd, the Union player may withhold any one or more of his Cavalry brigades (due to arrive at 1300, 1400 or 1500). With each brigade withheld, one of the conditional horse artillery batteries must accompany that brigade (1 battery per brigade).

5 Buford s Brigades (Devin and Gamble), or their substitutes (see note [c] on the Reinforcement Schedule), may not be included If both sides have chosen an equal number of cavalry brigades as being withheld/withdrawn, as above, all of those units are out of the game, and there is no further effect If one side withholds/withdraws more brigades than the other, that player may, if he wishes, return, as a Reinforcement, that number of brigades (in excess of those withdrawn by the other player), in any turn starting with the 1700 July 3rd turn, as follows: The CSA player may bring his cavalry back through Entry Areas 9 or 10, with all units entering through the same area. The Union player may bring his cavalry back through Entry Areas 8 or 9, with all units entering through the same area The player must check for any units returning, as per 14.75, to see whether they suffered any casualties. Roll the die once, treating the 0 as a 10. The result is the number of cavalry SPs lost off-map. The player immediately apportions these losses among the returning units, as he sees fit. DESIGN NOTE: This rule recreates the off-map cavalry battle (Low Dutch Road) that took place between 1300 and 1700 on July 3rd, as the Union cavalry stopped Stuart from flanking the Union Army Imboden s Cavalry. John D. Imboden s 7th Cavalry, nominally attached to Stuart but somewhat used to operating on its own, was not present at the actual battle. But they could have been. Thus, these units are not available unless activated by a Random Event. However, Imboden is always under Advance Orders and he cannot change these, or have them changed Random Events (Optional) Players wishing to add a touch of the unexpected, may use this rule to add the possibility of having some events (they run the gamut from Reality to Fiction) tangentially affect play. There is a Random Event marker. It is not available for use until the 1000 Game-Turn on July 1st. It is available for all Day, Dawn and Dusk Turns (not Night Turns) thereafter. If you wish to use Random Events, simply place the RE Marker in the Pool with the other AMs at the beginning of each turn. When the RE Marker is drawn, the drawing player rolls the die: 0 2, the Union Player rolls on the RE Table 3 5, the CSA Player rolls on the RE Table 6 9, no one rolls; No Event; False Alarm. Moreover, if the RE marker is the last marker selected in a turn, ignore it. The Random Events Table and the events therein are (we hope) self-explanatory. If the event is inapplicable, treat as No Event. Three Days of Gettysburg Scenario Book 1.0 The First Day: July 1 This scenario presents Lee with his finest opportunity to win the battle. By midday, he outnumbers the arriving Union forces, and (unlike Lee) the Confederate Player knows what s going on. 1.1 Maps All three maps are used. The Scenarios 1.2 Game Length /Playing Time This scenario starts with the July 1, 0700 turn and ends at the conclusion of the 2000 turn of that day. It should take about two days of gaming to complete. 1.3 Balance The Confederate Player is favored to win here, although he does have to take some difficult objectives. 1.4 First Turn Initiative The CSA Player automatically has the Initiative for the 0700 turn. 1.5 Initial Deployment Note: Players may face their units in any direction they wish. Initial Confederate Deployment All units start on the A Map, under Advance Orders (except Davis Brigade which starts under March Orders). The CSA Player receives 2 AMs for Heth for the 0700 turn; after that, he rolls. Hexes Units 1332 to Pegram s Artillery Reserve (Crenshaw, Fredericksburg, Letcher, PeeDee, Purcell batteries); Pegram, Heth (He/III) Pegram s Artillery Reserve begins the game attached to Heth s Division. 5

6 6 Three Days of Gettysburg Scenario Book AL regiment (Archer s brigade/he/iii) On Road ( ):. Archer s Brigade (He/III), minus 5 AL; Archer On Road ( ):. Davis Brigade (He/III) minus the 11 Miss regiment, Davis. All units in Extended Column under March Orders. Initial Union Deployment All units start under Advance Orders. The USA Player receives 2 AMs for Buford for the 0700 turn; after that, he rolls. Hexes Units W/i 1 hex of B counter per hex:... Devin s Cavalry Brigade (minus 3WV regiment[a]) (2/1/Cav), Devin; Mounted W/i 1 hex of A2314:. 8 IL Cavalry (2 units) (1/1/Cav). Mounted or Dismounted, player s choice A A, 2US Battery (2nd Horse Arty, 1/1/Cav) A IN cavalry regiment. Mounted. W/i 1 hex of A Gamble s Cavalry Brigade, (minus 3 IN and the 8 IL) (1/1/Cav); 3 WV regiment [a] (2/1/Cav). Gamble, Buford. Mounted. [a] The 3rd West Virginia regiment was not combat ready. It starts the game stacked with Buford, with the following restrictions: It may not dismount. It may not charge. Remember, players don t add the Random Event chit to the AM pool until the 1000 turn. 1.6 Reinforcements As per the Master Reinforcement Schedules 1.7 Victory To win, the CSA Player must control (occupies or last to occupy) the following hexes at the end of the 2000 game-turn: Gettysburg (B3821, 3827, 3818) Culp s Hill (B5013 and 5014) Cemetary Hill (B4721 and 5020) However, even if the CSA Player achieves his geographical objectives, if he has more Divisions Ineffective [13.3] than the Union has: 1 more, it is a draw 2 more, it is a Union win, regardless of what the Confederate holds. If the CSA fails to hold all three geographical objectives, the Union wins, regardless of relative losses. 2.0 HERR S RIDGE 2.1 Maps Only A Map is used. 2.2 Game Length and Playing Time This is the shortest scenario in the box. It starts with the July 1, 0700 turn and ends at the conclusion of the 1000 turn (which is about when Union I Corps would have made its presence definitively felt). It should take a couple of hours to play. 2.3 Balance The Union player is slightly favored here, as it is not that easy to get Heth s division rolling. 2.4 First Turn Initiative The CSA Player automatically has the Initiative for the 0700 turn. 2.5 Initial Deployment Use the 1st Day Initial Deployment for both sides Activations: Heth and Buford have only 2 possible Activations in the 0700 turn, and only 3 in the 1000 turn. 2.6 Reinforcements Use Confederate Reinforcements only, per the CSA Master Reinforcement Schedules. Union reinforcements are not used. 2.7 Victory The CSA player wins if he controls (occupies or last to occupy) both 2512 (Herr s Tavern) and 3517 at the end of the 1000 game-turn. Otherwise, the Union wins.

7 Three Days of Gettysburg Scenario Book 7 Within 1 hex of 1141 All batteries of Eshleman s artillery (6 units + Eshleman) [a] = McLaws, himself, is directing the Peach Orchard attack and is not available. Because McLaws is off-map, the Confederate player may ignore his lack of presence when determining those brigades AM for the turn, as long as they are within Longstreet s range. If not, treat as if McLaws was out of Longstreet s range. 3.0 Little Round Top: July 2 This is the key micro-battle of the entire engagement, with Lee seeking to turn the Union flank, only to be held off by the remarkable defense of the 20th Maine, et al. 3.1 Maps Only the C map is used. In order to not have to use the other two maps, we have eliminated the action at the Peach Orchard. We concentrate, herein, on the Wheatfield and the Round Tops. Therefore, no units may move into or north of the 12xx row, excluding arriving Union reinforcements, which may do so only to move through them. Exception, Eschleman s artillery may use the road they start on to 1239, but must then take the trail to the southeast. 3.2 Game Length/Playing Time This scenario starts with the July 2, 1600 turn and ends at the end of the July 2, 1900 turn. It should take about 6 hours to play. 3.3 Balance This is a very tough hoe for the rebels, mostly because the terrain is so difficult. 3.4 First Turn Initiative The CSA Player automatically has the Initiative for the 1600 turn. 3.5 Initial Deployment All units are at full strength. Players may face their units in any direction they wish. All units may be given whatever Orders their Player wishes. Note: Do not use Fatigue for this scenario. Confederate Deployment Hex Units 3 hexes of, and west of Semmes and Kershaw s brigades a woods hex between from McLaws Division [a]; all 1437 and 1935 batteries in Cabell s artillery, minus 1 Richmond battery (2 units); Longstreet 3 hexes of, and west of, All units and leaders in Hood s a woods hex between Division, including his artillery and 2833 Union Deployment Hex Units MA (1/Vol.) battery D, 1 NY (III) battery Birney (1/III), Randolph (III arty) Within one hex of /1/III 1924, 2024, /1/III NY (III) battery US SS regiment 3.6 Reinforcements Union Reinforcements Turn Hex Units a 1015 or /1/V; D, 5 US (V) battery b 1015 or /1/V and 2/1/V (minus 9 MA); Barnes; C/F, 1 PA (1Vol.) battery; Sykes [V] c 1015 or /V, all infantry units; V Corps Artillery (minus D,5 US); Ayres, 2 Conn (2/Vol) battery (both units) d /V, all infantry units; Crawford [e] 1/II, all infantry units; Caldwell; Meade (AoP) ME (4/ Vol.) battery /3/VI /1/XII (minus 1Md ES) Union Reinforcement Entry. a enters 1600 with 2 AM b enters 1600 with 1 AM c enters 1700 with no AM limit d enters 1700 with no AM Limit e The /II reinforcements enter after the c reinforcements if they choose the same entrance hex. The Union Artillery Reserve batteries may be assigned to any division or brigade the player wishes, as they enter (or at the start).

8 8 Three Days of Gettysburg Scenario Book 3.7 Special Rules Union Command Situation: Even though there is no Union corps leader at the start of the game, all Union units are considered in command for the duration of the scenario. Major General Warren, USA: Use rule Victory The CSA Player must occupy hexes 2118 and 2219 (Little Round Top) at the end of the game to win. Otherwise, the Union player wins. 4.0 The Second Day: July 2 The first day of the battle had gone well for the CSA, even when considering their failure to push the Union right from their positions at day s end. The second day, which loomed as a possible breakthrough towards achieving Lee s strategic goals, dawned auspiciously but ended up as a big disappointment. While Longstreet argued for more maneuvering, Lee opted for a slam-bang attack, headed by a sweeping flanking drive by two of Longstreet s divisions against what appeared to be a non-existent Union left; a classical, almost text-book turning maneuver of the era. Well, as we know, it didn t work, mostly because the attack didn t get off until late in the afternoon, allowing Meade to strengthen his position. And when it did get going, it was more of a rolling attack, right-to-left, than an all-out assault. Bad coordination and, perhaps, a subconscious reluctance on Longstreet s part, doomed the day to failure and virtually sealed the fate of the war in the east. You, as the Confederate gamer, will now have the chance to see what you could do with the opportunity placed before you. This scenario, while long, is a fairly evenly matched, attackoriented battle, conveying much of the spirit of the game. 4.1 Maps All three maps are used. 4.2 Game Length/Playing Time This scenario starts with the July 2, 0500 turn and continues until the end of the July 2, 1900 turn. This is a long scenario, covering about hours of playing time. 4.3 Balance Much depends on what the Confederate plan is, but the Union has position, and that gives them the edge. 4.4 First Turn Initiative The CSA Player automatically has the Initiative for the 0500 turn. 4.5 Initial Deployment All units may be given whatever Orders their Player wishes. All units are listed by brigade, and all regiments in that brigade set up within one hex of the hex listed. Players may face their units in any direction they wish. Previous Losses/Replacement Leaders Certain brigades have suffered losses from the First Day s action. These losses are listed as PL-#, the number being the number of SP s by which the brigade must be reduced. To make things easier, simply divide the losses as evenly as possible amongst the regiments present from that brigade, giving any extras to the bigger units. If such even distribution would eliminate a unit, leave that unit at 1 SP and distribute the losses to other regiments, unless it is specifically indicated that a unit has been eliminated. EXAMPLE: Pettigrew s brigade has suffered losses of 18 SP s. This means that the 11 NC and the 26 NC will each be reduced by 5 SP each (to 7 and 12 SP s), and the other two regiments by 4 SPs, to a strength of 7 SP. Where a brigade has been so reduced that it is Ineffective it is noted as [Brigade Ineffective]. Where a leader has been replaced it is so noted. E.g., Iverson (Repl). Confederate Deployment Hex Units B Lee, Longstreet (I), Hill (III) B Ewell (II) B Johnson W/i 1 hex of B Walker s brigade (Johnson) W/i 1 hex of B Steuart s brigade (Johnson) W/i 1 hex of B Williams brigade (Johnson) W/i 1 hex of B Jones brigade (Johnson) W/i 2 hexes of B Latimer s Artillery bn. (7 units) (Johnson) B Early; 1 Md Cavalry (part of 1/Cav) W/i 1 hex of B Gordon s brigade (Early) [PL-7SP] W/i 1 hex of B Smith s brigade (Early) W/i 1 hex of B Avery s brigade (Early) [PL-2SP] W/i 1 hex of B Hayes brigade (Early) W/i 2 hexes of B Jones s Artillery bn. (5 units) (Early) (Charlottesville battery minus 1 gun); B Rodes

9 Three Days of Gettysburg Scenario Book 9 W/i 1 hex of B Doles brigade (Rodes) [PL-4SP] W/i 1 hex of B Iverson s brigade (Rodes) [PL-15 SP]; Iverson (Repl) [Brigade Ineffective] W/i 1 hex of B Ramseur s brigade (Rodes) [PL-3SP] W/i 1 hex of B O Neal s brigade (Rodes) [PL-10SP]; O Neal (Repl) W/i 1 hex of B Daniel s brigade (Rodes) [PL-13SP] W/i 2 hexes of B Carter s Artillery bn. (6 units). W/i 1 hex of B Jenkins 4th Cavalry brigade. B Pender W/i 1 hex of B Lane s brigade (Pender) [PL-1SP] W/i 1 hex of A Thomas brigade (Pender) W/i 1 hex of A Perrin s brigade (Pender) [PL-12SP] W/i 1 hex of A Scales brigade (Pender) [PL-5SP]; Scales (Repl) W/i 2 hexes of B Poague s Artillery bn. (9 units) (Pender) A R. Anderson W/i 1 hex of A Wilcox s brigade (Anderson) W/i 1 hex of A Lang s brigade (Anderson) W/i 1 hex of A Wright s brigade (Anderson) W/i 1 hex of A Posey s brigade (Anderson) W/i 1 hex of A Mahone s brigade (Anderson) W/i 2 hexes A Lane s Artillery bn. (8 units) (Anderson) A Pettigrew (as Division Commander, replacing Heth) W/i 1 hex of A Davis brigade (Heth) [PL-15SP] W/i 1 hex of A Brockenbrough s brigade (Heth) [PL-2SP] W/i 1 hex of A Pettigrew s brigade (Heth) [PL-18SP]; Pettigrew (Repl) W/i 1 hex of A Archer s brigade (Heth) [PL-3SP]; Archer (Repl) W/i 2 hexes of B Garnett s Artillery bn. (9 units) (Heth) W/i 2 hexes of B McIntosh s Artillery bn. (6 units) (III/ Res) [2 Rockbridge minus 1 gun]; W/i 2 hexes of B Pegram s Artillery bn. (8 units) (III/ Res) [Pee Dee minus 1 gun] W/i 2 hexes of B Nelson s Artillery bn. (6 units) (II/Res) W/i 2 hexes of B Dance s Artillery bn. (6 units) (II/Res); Union Deployment Hex Units B Meade, Hunt B Wadsworth (1/I) W/i 1 hex of B /1/I [PL-23SP] [a] Meredith (Repl) W/i 1 hex of B /1/I [PL-20SP] B Robinson (2/I) W/i 1 hex of B /2/I [PL-19SP] [b] Paul (Repl) W/i 1 hex of B /2/I [PL-14SP] B Doubleday (I Corps Repl)[c], Rowley (3/I Repl) Division Ineffective W/i 1 hex of B /3/I [PL-17 SP]; Rowley (Repl) Brigade Ineffective W/i 1 hex of B /3/I [PL-18 SP] Brigade Ineffective; Stone (Repl) W/i 1 hex of B /3/I; I Corps Artillery: B ME battery (minus 3 guns) B ME battery B E-L/1 NY battery (minus 1 gun); Wainwright B B/1 PA battery (minus 1 gun) B B/4 US battery (minus 2 guns) B Sickles (III) W/i 1 hex of B US SS and 2 US SS regiments B Birney (1/III) W/i 1 hex of B /1/III W/i 1 hex of C /1/III B Humphreys (2/III) W/i 1 hex of B /2/III W/i 1 hex of B /2/III W/1 2 hexes B Randolph; III Corps Artillery (minus D/1NY and 4 NY batteries) B Howard (XI); v.gilsa (Barlow s Repl as 1/XI Division Commander), v. Steinwehr (2/XI), Schurz (3/XI) W/i 1 hex of B /1/XI [PL-5 SP]; v. Gilsa (Repl) W/i 1 hex of B /1/XI (25 Ohio is eliminated); [PL- 15SP] Brigade Ineffective W/i 1 hex of B /2/XI (154 NY is eliminated); [PL- 12SP] Brigade Ineffective W/i 1 hex of B /2/XI W/i 1 hex of B /3/XI [PL-15SP] Schimmelfennig (Repl) W/i 1 hex of B /3/XI [PL-14SP] XI Corps Artillery: B NY (minus 1 gun) B I/1 NY (minus 1 gun) B I/1 Ohio; Osborn B K/1 Ohio (minus 2 guns) B G/4US B Slocum (XII)

10 10 Three Days of Gettysburg Scenario Book B Williams (1/XII) W/i 1 hex of B /1/XII (minus 3 Md) W/i 1 hex of B /1/XII C Geary (2/XII) W/i 1 hex of C /2/XII W/i 1 hex of C /2/XII W/i 1 hex of C /2/XII W/i 2 hexes of B XII Corps artillery; Muhlenberg C Buford (1/Cav); A/2 US battery W/i 1 hex of C /1/Cav (Mtd) [PL-1SP] W/i 1 hex of C /1/Cav (Mounted) [a] = The Iron Brigade, 1/1/I, is Ineffective. Give the 24 MI 6 SP losses and distribute the rest of the SP losses so that all regiments are collapsed. [b] = The 1/2/I is Ineffective. Give the 94 NY 5 SP losses and distribute the rest of the SP losses so that all regiments are collapsed. [c] = Historically, Newton took command of I Corps and Doubleday retained control of his 3rd Division. Breastworks (21) are in the following hexes on the B map (only), faced in any direction the Union player wishes: 5122, 5022, 4921, 4821, 4720, 4820, 4919, , 4520, 4620, 4719, 4819, 4918, 5113, , 5116, 5014, 5013** ** Place two breastworks in this hex to cover all four sides of the angle. Breastworks may be built per normal rules. 4.6 Reinforcements Units arrive as per the Master Reinforcement Schedule 4.7 Victory Players gain victory points by capturing objectives. Hexes must be occupied at end of the game; if an objective has more than one hex, all listed hexes must be occupied. Objective Union CSA Culp s Hill: (B5013 and 5014) 3 4 Cemetary Hill (B4720, 5020 and 5323) 5 7 Hexes B6920, B7021, and C ea 1 ea Little Round Top (C2118 and 2219) 4 6 Enemy Brigade Ineffective ** 1 1 ** This includes those already Ineffective at the start of the scenario. The Player with the most points wins; the bigger the margin, the bigger the win. 5.0 The Third Day, July 3 Personally, we feel the battle was lost on the second day. By the 3rd, the Union army was dug-in in positions from which it would have been difficult for Lee to drive them out, even had Lee had more men, which he didn t. Even worse, he had fewer guns and a dwindling supply of ammunition. Still, there are many of you who want to see if it can be done, so, for those of you seeking to get Field Command at the Somme, Verdun, Ypres, and a whole host of similarly bad places, we give you this rather depressing exercise in mass slaughter. 5.1 Maps All three maps are used. 5.2 Game Length/Playing Time This scenario starts with the July 3, 1300 turn and continues until the conclusion of the July 3, 1900 game-turn. Although it s only some 7 turns in length, given the sheer number of counters, this scenario should take about 25 hours to complete. 5.3 Balance Heavily favors the Union. However, both armies are pretty beat up, with many brigades quite near Ineffectiveness. This could be a factor in victory. 5.4 First Turn Initiative The CSA Player automatically has the Initiative for the 1300 turn. 5.5 Initial Deployment All units may be given whatever Orders their Player wishes. All units are listed by brigade. As most of the deployments are of the within one hex type, we start the scenario a little before the actual attack took place to allow you to do some last minute maneuvering into place. Players may face their units in any direction they wish. Previous Losses/Replacement Leaders Certain brigades have suffered losses from the previous two days action. These losses are listed as PL-#, the number being the number of SP s by which the brigade must be reduced. To make things easier, simply divide the losses as evenly as possible amongst

11 Three Days of Gettysburg Scenario Book 11 the regiments present from that brigade, giving any extras to the bigger units. If such even distribution would eliminate a unit, leave that unit at 1 SP and distribute the losses to other regiments, unless it is specifically indicated that a unit has been eliminated. EXAMPLE: Pettigrew s brigade has suffered losses of 18 SP s. This means that the 11 NC and the 26 NC will each be reduced by 5 SP each (to 7 and 12 SP s), and the other two regiments by 4 Sps, to a strength of 7 SP. Where a brigade has been so reduced that it is Ineffective it is noted as [Brigade Ineffective]. Where a leader has been replaced it is so noted. E.g., Iverson (Repl). Confederate Deployment CSA Artillery Hex Units C Rowan s battery (3 units) (Henry/Hood) [minus 1 TB gun] C German Battery (1 unit) (Henry/Hood) C Palmetto Battery (2 units) (Henry/Hood) C Branch battery (3 units) (Henry/Hood) [minus 1 N gun] C Hart s Horse Artillery (Beckham/Cav) C Madison s and Brook s [minus 1 gun] batteries (2 units) (Alex/I Corps Res) C Bedford battery (1 unit); Parker s battery (2 units) (Alex/I Corps Res) C1029/B Taylor battery (1 unit) (Alex/I Corps Res) B rd Wash LA battery (1 unit) (Eshleman/ I Corps Res) B st Wash LA battery (1 unit), 2nd Wash LA battery (2 units) (Eshleman/1 Corps Res) A Sumter B battery (2 units) (Lane/Anderson) A Sumter A battery (4 units) and Sumter C battery (2 units) (Lane/Anderson) B Fayette (2 units) and Fauqier (2 units) batteries (Dearing/Pickett) B Lynchburg (1 unit) and Hampton (3 units) batteries (Dearing/Pickett) A Huger (3 units) and Norfolk (2 units) batteries (Garnett/Heth) A Donaldsville (2 units) and Lewis (2 units) batteriers (Garnett/Heth) B th Wash LA battery (2 units) (Eshleman/ 1 Corps Res); Ellis s battery (2 units) (Cabell/McLaws) A Pulaski battery (2 units), 1st Richmond Howitzers (2 units) (Cabell/McLaws) B Ashland battery (2 units, Alexander/1 Corps Res); Troup battery (2 units, Cabell/McLaws) B Madison battery (2 units) (Poague/Pender) A Charlotte (2 units) and Brooke (2 units) batteries (Poague/Pender) A Albemarle battery (3 units) (Poague/ Pender) B Fredericksburg battery (2 units) (Pegram/ III Corps Res) B Crenshaw battery (2 units) (Pegram/ III Corps Res) B Pee Dee battery (1 unit) (Pegram/ III Corps Res) [minus 1 gun] B Purcell battery (1 unit) (Pegram/ III Corps Res) B Letcher battery (2 units) (Pegram/ III Corps Res) B nd and 3rd Richmond Howitzers (1 unit each) (Dance/II Corps Res) B Salem battery (2 units) (Dance/II Corps Res) B Powhatan battery (1 unit) (Dance/II Corps Res) B Rockbridge battery (1 unit) (Dance/II Corps Res) B Danville battery (1 unit) (McIntosh/III Corps Res) B nd Rockbridge battery (1 unit) (McIntosh/III Corps Res) [minus 1 gun] B Hardaway battery, Section a (1 unit) (McIntosh/III Corps Res) B Hardaway battery, Section b (1 unit) (McIntosh/III Corps Res) B Johnson s battery (2 units) (McIntosh/III Corps Res) B Jeff Davis battery (1 unit), Orange battery (2 units) (Carter/Rodes) B King William battery (2 units) (Carter/ Rodes) B Morris battery (1 unit) (Carter/Rodes) B Staunton battery (1 unit); Charlottesville battery (1 unit) [minus 1 gun] (Jones/ Early) B LA Guard battery (2 units), Courtney battery (1 unit) (Jones/Early)

12 12 Three Days of Gettysburg Scenario Book B Fulvanna (2 units) and Amherst (2 units) batteries (Nelson/II Corps Res) B Milledge battery (2 units) (Nelson/II Corps Res) B st MD battery (1 unit) (Latimer/Johnson) B Alleghany battery (2 units) (Latimer/ Johnson) B Chesapeake battery (1 unit), Lee battery (3 units) (Latimer/Johnson) ARTILLERY COMMANDERS: CSA Artillery commanders must be set up with any unit of their command. CSA Infantry B Lee (ANV) A Longstreet (I) C Law (As Hd/I Division Commander Replacing Hood) W/i 1 hex of C G. Anderson s brigade [PL-14SP] W/i 1 hex of C Law s brigade [PL-9SP] (Law s Repl) W/i 1 hex of C Robertson s brigade [PL-10SP] W/i 1 hex of C Benning s brigade [PL-9SP] C McLaws (Mc/I) W/i 1 hex of C Semmes brigade [PL-7SP] (Semmes Repl) W/i 1 hex of C Kershaw s brigade [PL-12SP] W/i 1 hex of C Wofford s brigade [PL-6SP] W/i 2 hexes C Barksdale s brigade [PL-13SP] (Barksdale s Repl) A R. Anderson (An/III) W/i 1 hex of A Wilcox s brigade [PL-12SP] W/i 1 hex of A Lang s brigade [PL-5 SP] W/i 1 hex of A Wright s brigade [PL-14SP] W/i 1 hex of A Posey s brigade W/i 1 hex of A Mahone s brigade A Pickett (Pk/I) W/i 1 hex of A Kemper s brigade W/i 1 hex of A Armistead s brigade W/i 1 hex of A Garnett s brigade A Hill (III), Pettigrew (He/III) (Division commander Replacing Heth) W/i 1 hex of A Archer s brigade [PL-3SP] (Archer s Repl) W/1 1 hex of A5303. Pettigrew s brigade [PL-18SP] (Pettgrew s Repl) W/i 1 hex of A Davis brigade [PL-15SP] W/i 1 hex of A Brockenbrough s brigade [PL-2SP] A Perrin (Pn/III) (Division Commander Replacing Pender) W/i 1 hex of A Scales brigade [PL-5SP] (Scales Repl) W/i 1 hex of A Lane s brigade [PL-1SP] B5128, 5129, 5028, Thomas brigade B4927, 4928, 4827, 4828, Perrin s brigade [PL-12SP] B Rodes (Rd/II) B4726, 4626, Ramseur s brigade [PL-3SP] B4525, Iverson s brigade [PL-15 SP]; Iverson (Repl) [Brigade Ineffective] B4425, 4426, 4324, Doles brigade [PL-4SP] W/i 1 hex of B O Neal s brigade [PL-13SP] (O Neal Repl) W/i 1 hex of B Daniel s brigade [PL-20SP; the 2 NC Bn has been eliminated and is not included in the PL#) B Ewell (II); 1 MD Bn Cav (I/Cav) B Early (Ea/II) W/i 1 hex of B Hays brigade [PL-5SP] W/i 1 hex of B Avery s brigade [PL-8SP] (Avery Repl) W/i 1 hex of B Gordon s Brigade [PL-8SP] W/i 1 hex of B Smith s brigade [PL-1SP] B Johnson (Jn/II) W/i 1 hex of B Walker s brigade [PL-5SP] W/i 1 hex of B Jones brigade [PL-10SP] W/i 1 hex of B Williams brigade [PL-9SP] W/i 1 hex of B Steuart s brigade [PL-14SP] C SC Cavalry (2/Cav) CSA CAVALRY: See note at end of this scenario. Union Deployment Union Artillery Hex Units B B/4US battery [minus 2 guns] (Wainwright/I) B E-L/1 NY battery [minus 2 guns] (Wainwright/I) B ME battery (Wainwright/I) B Wainwright B B/1 NY battery (Hazard/II)

13 Three Days of Gettysburg Scenario Book 13 B B/1 RI battery [minus 2 guns] (Hazard/II) B A, 4 US battery (Hazard/II) B A, 1 RI battery (Hazard/II) B I, 1 US battery (Hazard/II) W/i 1 hex of B Hazard W/i 2 hexes B All batteries of Randolph/III [4 NY is minus 3 guns]; 2 ME battery [minus 4 guns], (Wainwright/I); B/1PA battery [minus 2 guns] (Wainwright/I); Randolph C C/1 NY battery (2 units) (Martin/V) C C/3 MA battery (2 units) (Martin/V) C D/5 US battery (Martin/V) C L/1 Ohio battery (Martin/V) W/i 1 hex of C Martin The I/5US (Martin/V) battery has been eliminated W/i 2 hexes C All batteries of Tompkin/VI Artillery brigade, except 1 NY battery (7 units total); Tompkin B NY battery (Tompkin/VI) B G/4US battery (Osborn/XI) B I/1 Ohio Battery (Osborn/XI) B NY battery [minus 1 gun] (Osborn/XI) B I/1 NY battery [minus 2 guns] (Osborn/XI) B K/1 Ohio battery [minus 2 guns] (Osborn/ XI) B Osborn B F/4US battery (Muhlenberg/XII) B K/5US battery (Muhlenberg/XII) B E/PA battery (Muhlenberg/XII) B M/1 NY battery (Muhlenberg/XII) B Muhlenberg ARTILLERY RESERVE B C/4 US battery (Ransom/1 Reg) B H/1 US battery (Ransom/1 Reg) W/1 1 hex of above... Ransom B NY battery (McGilvery/1 Vol) B MA battery (McGilvery/1 Vol); McGilvery B C-F PA battery [minus 1 gun] (McGilvery/1 Vol) B CT battery (2 units) (Taft/2 Vol); Taft B NY battery (Taft/2 Vol) B C/WV battery (Huntington/3 Vol); Huntington B F-G/1 PA battery [minus 1 gun] (Huntington/3 Vol) B H/1 Ohio battery (Huntington/3 Vol) B NH battery (Huntington/3 Vol) B G/1 NY battery (Fitzhugh/4 Vol) B ME battery (Fitzhugh/4 Vol) B MD battery (Fitzhugh/4 Vol) W/i 1 hex of B F-K, 3 US and C/5 US batteries (Ransom/ 1 Reg); 9 MA battery (Mc-Gilvery/ 1 Vol); 1 NJ and K/1 NY batteries (Fitzhugh/4 Vol); Fitzhugh HORSE ARTILLERY: B H/3 PA Horse Artillery (Tidball /2 Cav) W/i 1 hex of B NY and B-L/2 US Horse artillery (Robertson s 1/Cav brigade) Union Infantry B Meade, Hunt B Doubleday (I) [c] W/i 2 hexes B /1/I [PL-23SP] [a], (Meredith Repl); 2/ 1/I [PL-20SP]; Wadsworth (1/I) B Robinson (2/I) W/i 1 hex of B /2/I [PL-19SP] [b], (Paul Repl) W/i 1 hex of B /2/I [PL-14SP] W/i 1 hex of B Rowley (3/I); Rowley (Repl) 1/3/I [PL-17 SP] Brigade Ineffective; 2/3/I [PL-18 SP] Brigade Ineffective; Stone (Repl); 3/3/I; 3/I is Division Ineffective B Hancock (II) W/i 2 hexes B Caldwell (1/II); 1/1/II [PL-6SP] (Cross Repl); 2/1/II [PL-3SP]; 3/1/II [PL-8SP] [d] (Zook Repl); 4/1/II [PL-7SP] W/i 2 hexes B Gibbon (2/II); 1/2/II [PL-10 SP]; 2/2/II; 3/2/II W/i 1 hex of B Hays (3/II); 3/3/II [PL-13SP] (Willard Repl) W/i 1 hex of B /3/II [PL-2SP] W/i 1 hex of B /3/II B Birney (III) (Corps Repl for Sickles), Ward (1/III) (Div Repl for Birney) W/i 1 hex of B /1/III [PL-13SP] (Graham Repl) W/i 1 hex of B /1/III [PL-14SP] (Ward Repl) W/i 1 hex of C /1/III [PL-9SP] C Humphreys (2/III)

14 14 Three Days of Gettysburg Scenario Book W/i 2 hexes C /2/III [PL-16SP]; 2/2/III [PL-15SP]; 3/2/ III [PL-9SP] W/i 1 hex of B US SS and 2 US SS [PL-1SP] C Sykes (V) C Barnes (1/V) W/i 1 hex of C /1/V [PL-2SP] W/i 1 hex of C /1/V [PL- 7SP] W/i 1 hex of C /1/V [PL-8SP] (Vincent Repl) C Ayers (2/V) W/i 1 hex of C /2/V [PL-7SP] W/i 1 hex of C /2/V [PL-8SP] W/i 1 hex of C /2/V [PL-3SP] (Weed Repl) C Crawford (3/V) W/i 1 hex of C /3/V [PL-4SP] W/i 1 hex of C /3/V C Sedgwick (VI) C Wright (1/VI) W/i 1 hex of C /1/VI W/i 1 hex of C /1/VI W/i 1 hex of C /1/VI C Howe (2/VI) W/i 1 hex of C /2/VI W/i 1 hex of B /2/VI C Newton (3/VI) W/i 1 hex of B /3/VI [PL-1SP] W/i 1 hex of C /3/VI W/i 1 hex of C /3/VI W/i 1 hex of B4620,. Howard (XI), v. Gilsa (1/XI, Div Repl for Barlow); 4720, 4821, 4921,... v. Steinwehr (2/XI), Schurz (3/XI) [e] 5022, /1/XI [PL-10SP] (v. Gilsa Repl); 2/1/XI (25 Ohio is eliminated; rest PL-15SP] Brigade Ineffective; 1/2/XI (154 NY is eliminated; rest PL-15SP] Brigade Ineffective; 2/2/XI [PL-1SP]; 1/3/XI [PL- 15SP] (Schimmelfennig Repl); 2/3/XI [PL-15SP] B Slocum (XII) [f] W/i 2 hexes B Williams (1/XII), Geary (2/XII); 1/1/XII [PL-2SP], 2/1/XII [PL-3SP]; 1/2/XII [PL- 1SP], 2/2/XII [PL-1SP], 3/2/XII [PL-6SP] W/i 1 hex of B /1/XII [PL-5SP] [a] = The Iron Brigade, 1/1/I, is Brigade Ineffective. Give the 24 MI 6 SP losses and distribute the rest of the SP losses so that all regiments are collapsed. [b] = The 1/2/I is Brigade Ineffective. Give the 94 NY 5 SP losses and distribute the rest of the SP losses so that all regiments are collapsed. [c] = See 12.7 Design Note in Scenario Booklet. [d] = Remove 4 SP from the 140 Pa; the rest from the others. [e] = XI Corps is about 2 bullets away from becoming totally ineffective. [f] = Yes, he s a bit out of position. Cavalry Any Cavalry units that are not already on the map do not appear, except as given in the Reinforcements, below. Breastworks The Union Player may place all of his 45 breastworks counters in any infantry-occupied hex(es), within the parameters of the rules for such. He may not build any more. 5.6 Reinforcements Only the Union receives reinforcements, as below. Staging GT Area Units Kilpatrick [3Cav]; Farnsworth and 1/3/Cav brigade; E/4 US Horse Artillery Merritt and 3/1/Cav brigade; K/1 US Horse Artillery 5.7 Victory Players amass points by attaining objectives. Hexes must be occupied at end of the game; if an objective has more than one hex, all listed objectives must be occupied. Objective Union CSA Culp s Hill: (B5013 and 5014) 3 4 Cemetary Hill (B4720, 5020 and 5323) 5 7 Hexes B6920, C1016 and ea 1 ea Little Round Top (C2118 and 2219) 4 6 Enemy Brigade Ineffective ** 1 1 ** This includes those already Ineffective at the start of the scenario. The Player with the most points wins; the bigger the margin, the bigger the win.

15 Three Days of Gettysburg Scenario Book 15 The situation on the evening of July 2nd. 6.0 The Battle of Gettysburg This is the entire battle, and it is a long one. It is best played by teams of 3 or 4 players who are willing to set aside about a month of Sundays, at least. That is not to say it cannot be played by less, or even solitaire (which it most assuredly can). The more the merrier, though, players dividing up the commands as they wish. 6.1 Maps All three maps are used. 6.2 Game Length/Playing Time This scenario starts with the July 1, 0700 turn and continues until one player achieves victory. It does not end after any specific turn. This is, therefore, an open-ended game that can end at any time. As such, we estimate that it takes, roughly, 75+ hours, possibly far more. 6.3 Balance Ironically, although Gettysburg was a major Union victory, the Confederate Player is favored to win here. Why? Because you, as player, can see what is happening and what you have to do, always an advantage for the attacker. And that visual, god-like advantage is enough to favor Bobby Lee. 6.4 First Turn Initiative The CSA Player automatically has the Initiative for the 0700 turn. 6.5 Initial Deployment Use the same initial deployments as for the First Day Scenario [2.5]. 6.6 Reinforcements Use the Master Reinforcement Schedule. 6.7 Victory Both Players can achieve victory as soon as they satisfy either their Geographic Objectives or their Manpower objectives. A player does not have to do both; only one. The game ends at the conclusion of any single turn in which one player achieves either his Geographic or his Manpower objectives. Confederate Geographic Objectives (He must satisfy all of the following): Culp s Hill (B5013 and 5014) Cemetary Hill (B4720, 5020 and 5323) Hexes B6920, C1016 and 1115 Little Round Top (C2118 and 2219) Hex C4645 [a] a = The CSA may occupy this hex anytime after the 1400 turn on July 3. Confederate Manpower Objectives: The Union Player must have at least 12 Divisions that are Ineffective. A cavalry brigade counts as a division! Union Geographic Objectives. These apply only starting with the 0500 turn of July 2. (He must satisfy all of the following): Gettysburg (B3821, B3827, B3818) There are no In Command infantry or cavalry CSA units on or east of the Emmitsburg Road, B4721 to C4645 Union Manpower Objectives: The CSA Player must have at least 6 Divisions that are Ineffective. A cavalry brigade counts as a division! If both players achieve an objective at the end of a turn, the battle is over and is considered a Draw. A player may always concede victory, in effect, withdrawing his army. THREE DAYS OF GETTYSBURG CREDITS GAME DESIGN: Richard H. Berg DEVELOPER: John Alsen ART DIRECTOR: Rodger MacGowan PACKAGE DESIGN & COUNTERS: Rodger MacGowan MAP RESEARCH: Rick Barber 3rd EDITION MAP ARTWORK: Mark Simonitch RULES LAYOUT: Mark Simonitch PRODUCTION COORDINATION: Tony Curtis PRODUCERS: Tony Curtis, Rodger MacGowan, Andy Lewis and Mark Simonitch PROOF READERS: Steve Carey and Gene Billingsley

LtGen J. LONGSTREET. Army Artillery Reserve

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