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Gettysburg2

Page history last edited by Tony Barr 16 years, 5 months ago

Gettysburg : 2. 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 12" north of Little Round Top (to the "Peach Orchard" road), 12" east of Little Round Top (to the Emmitsburg Road), 24" south of Little Round Top (to the south slope of Round Top) and 6" west of Little Round Top (to the Taneytown Road)

 

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 west table edge: I Corps: Commander Longstreet (d8 command; break point = 6 units lost) 

4x Rifle(4), 3x Rifle(3), 3x Artillery(2)

 

Union Order of Battle

 

C-in-C - none

On table - on in and/or between the Wheatfield and Devil's Den

III Corps: Commander Sickles ( d2 command; break point = 2 unit lost)

1x Rifle(3), 2x Rifle(4), 1x Artillery(1)

 

Reinforcements

Turn 3 - within 3" of northeast corner of table: 

V Corps - Commander Sykes (d6 command; break point = 4 units lost) 

- 7x Rifle(3), 1x Rifle (2), 3x Artillery(1)

Turn 6 - within 3" of northeast corner of table: V Corps - 1x Artillery(3)

Turn 9 - within 3" of northeast corner of table: V Corps - 1x Artillery(3)

 

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 west edge of the table; Union troops to the east edge of the table.

At the end of 12 turns whichever side holds Little Round Top wins a decisive victory. 

 

Special Rules

 

1. CinC's are treated as Lt. Horse elements, for movement, combat and fleeing. 

2. Devil's Den and Little Round Top are considered Bad Going give a +2 bonus, in fire and melee.

3. Round Top is considered Bad going and gives a +1 bonus, in fire and melee

4. 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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