Gettysburg : 1. July 1863
American Civil War Scenario for the HWS DBA Extension
Map - The best wargaming maps for ACW are in Fire and Fury rules and scenario books. For DBA each grid should be 6" across.
The gaming table should extend 24" north of Gettysburg (to the north slope of Oak Hill), 6" east of Gettysbrug (to Rock Creek, 12" south of Gettysburg (to the south slope of Culp's Hill) and 18" west of Gettysburg (to Willoughby's Run).
Numbers in brackets are the number of recoils an element can take before it is destroyed
Confederate Order of Battle
C-in-C - none
III Corps: Commander AP Hill (d8 command; break point = 6 units lost)
On table: on Chambersburg Pike, on west table edge:
2x Rifle(4), 2x Rifle(3), 1x Artillery(2)
Reinforcements
Turn 2 on Chambersburg Pike: 2x Rifle(4), 2x Rifle(3), 1x Artillery(2)
Turn 3 on Chambersburg Pike: 1x Artillery(4)
Turn 15 on Chambersburg Pike: 4x Rifle(3), 1x Rifle(2), 1x Artillery(2)
II Corps: Commander Ewell (d6 command; break point = 4 units lost)
Reinforcements
Turn 7 on Mumasburg Road or Carlisle Road: 1x Rifle(4), 4x Rifle(3), 1x Artillery(2)
Turn 9 on Harrisburg Road: 1x Rifle(4), 2x Rifle (3), 1x Rifle(2), 1x Artillery(2)
Union Order of Battle
C-in-C - none
On table - on MacPherson's Ridge within 6" of Chambersburg Road
Buford's Cavalry: Commander Bufford ( d2 command; break point = 1 unit lost)
2x Dragoons(4), 1x Artillery(1)
I Corps Commander Reynolds ( d4 command; break point = 3 units lost)
2x Rifle(4)
In Gettysburg
I Corps - 2x Rifle(3), 1x Artillery(1)
Reinforcements
Turn 3 - on Emmitsburg Road: I Corps - 2x Rifle(3), 1x Artillery(1)
Turn 3- on Taneytown Road: XI Corps; Howard Commander (d4 command; break point = 3 units lost)
2x Rifle(3), 1x Artillery(1)
Turn 4 - on Emmitsburg Road: XI Corps - 2x Rifle(3), 1x Artillery(1)
Turn 5 - on Taneytown Road: XI Corps - 2x Rifle(3), 1x Artillery(1)
Turn 15 - on Baltimore Pike: XII Corps Commander Slocum (d4 command; break point = 3 units lost)
1x Rifle(4), 1x Rifle(3), 1x Artillery(1)
Turn 16 - on Baltimore Pike: XII - 1x Rifle(4), 1x Rifle(3), 1x Rifle (2), 1x Artillery(1)
Victory Conditions
When a Corps reaches its breakpoint it may not advance on the enemy. In addition, the PIP roll determines how many elements may hold their ground. All other elements in that Corps must retreat; Confederates towards the northwest corner of the table; Union troops to the southeast corner of the table.
At the end of 18 turns whichever side holds both Gettysburg and Culp's Hill wins a decisive victory. If one side holds one objective and the other side holds the other the game is considered a draw.
Special Rules
1. CinC's are treated as Lt. Horse elements, for movement, combat and fleeing.
2. All BUA and Bad Going give a +1 bonus, in fire and melee.
3. Artillery units are really Horse Artillery, so they can fire in the enemy's bound even, if they moved during the previous phase.
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