Gettysburg (Cemetery Hill & Culp's Hill)
July 1-3, 1863
Historical Overview
TEXT
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Set-Up Order
|
Union Army
Oliver O. Howard
Take 4 Command Cards
7 | - | 2 | 2 |
Confederate Army
Richard S. Ewell
Take 4 Command Cards
You move first
10 | - | 2 | 2 |
Victory
6 Flags
Special Rules
Deployment: Due to XI Corps losses, the Union remove 1 figure from 2 INF units deployed on Culp´s Hill and/or Cemetery Hill.
Entrenchments: The backwards field-works token on Culp's Hill is considered the same as the others, benefitting only the Union side of the line.
Visibility: Use the "Nightchart". At each start of a US turn, the US player rolls 2 dice. For each ART symbol, the the visibility decrease by 1 hex.
The visibility is at 5 hex at start.
Victory objectives: Marked hexes on Cemetery and Culp's Hills count as 1 flag for each marked hill hex if occupied and held by Confederate infantry.
If held by the Union when darkness falls (visibility is only 1hex) and the Confederates lose their 5th flag, then they count as 1 flag for the Union instead.
Reinforcements: Kane's Brigade (Union infantry on their right flank withUS badge), may not be moved until after the Union's 5th turn.
After vacating the hex, one infantry unit (Candy) may be added using any right flank card. No other Union reinforcements may be added to the battle.
Remove all "Hit and Run" cards from the deck.