DS01 Gettysburg (McPherson's Ridge) - July 1, 1863


Gettysburg - McPherson's Ridge
July 1, 1863
Historical Overview
TEXT HERE
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
|
Set-Up Order
|
Union Army
John Buford
Take 5 Command Cards
![]() |
![]() |
![]() |
![]() |
5 | 2 | - | 2 |
Confederate Army
Henry Heth
Take 5 Command Cards
You move first
![]() |
![]() |
![]() |
![]() |
8 | - | 1 | 2 |
Victory
6 Flags
Special Rules
Dismounted Cavalry: A Union cavalry unit that moves no more than 1 hex (and does not use a Hit and Run command card) has a range of 3 hexes and strength of 3/2/1.
The Union artillery unit is horse artillery. Horse artillery may move 2 hexes or 1 hex and battle. Horse artillery battles at 4/3/2/1.
Each infantry unit, either Union or Confederate, that occupies a hill hex on Oak Ridge or McPherson's Ridge, counts as a flag towards victory.
Remove the Construct Field-Works command card from the deck before play.
Tags: Banners: 6, Unofficial, Army: Union, Army: Confederate, Units: Horse Artillery, Units: Dismounted Cavalry
I played this several times about a year ago (as written, except only using the pieces actually in the game, so missing the rearmost cornfield. While the battle was more or less balanced, it did not really seem to get the feel of the McPherson's Ridge engagement. I think because of the flags for holding the ridge, the battle was almost always over very quickly.
This is a good starting point for a scenario, but I think it needs a bit of tweaking.
- Temporary Victory Banner
- Horse Artillery
- Dismounted Cavalry