Book Review by Scott Savory
This is the second Gettysburg scenario book written by Scott Mingus, and it maintains the same high quality as Volume 1, both physically and in terms of content. It is 78 pages, soft cover, and fully illustrated in color. Volume 2 picks up where Volume 1 left off, and contains 13 scenarios from the Gettysburg campaign. Although they are written for Johnny Reb III, they could be adapted for any regimental-level rules. This book follows the same layout of the first volume, with historical background, complete orders of battle, maps, special rules and victory conditions. Once again, production quality, artwork, photos, etc., are all very nicely done, so there's plenty of eye candy. The ScenariosThe first scenario is "The Rose Farm/Wheatfield," and depicts five brigades from Generals McLaws' and Hood's divisions in their attack against the Wheatfield. This fight lasts from 4:20pm until 8:20pm, for a total of 13 20-minute turns. The 4'x5' map is centered on the Stony Hill, just west of the Wheatfield, and includes the northern slope of Little Round Top at the southern edge of the map. To the north, the Trostle farm buildings mark the boundary. Union troops deployed in the Peach Orchard are generally fixed in position, until they must withdraw on the 5:40pm turn to reflect the effects of Barksdales attack off-table. Numerous Union reinforcements enter during the game, including Caldwell's division of II Corps, and several V Corps brigades. The Confederates have no on-board artillery units, although they do receive off-board support from the west edge of the map. This scenario may be combined with the "Peach Orchard" scenario from Volume 1. Next up is "Cemetery Ridge," which covers the late-afternoon July 2 attack by men of Anderson's division on the Union II Corps position on the ground that would become immortalized by the events of the following day. This scenario emphasizes the importance of the Bliss Farm, about half-way between the two opposing lines, which was fought over as a forward position for skirmishers. Units on both sides have some restrictions placed upon them: Mahone's brigade is only released if Anderson personally rides over and gives him a direct order, and then only on an even die roll, while several Union units are locked in place on Cemetery Ridge unless the enemy closes within 6". The game runs nine turns, from 5pm until 7:40pm. The map measures 4'x5' at ground scale of 1"=50 yards. "Culp's Hill" depicts Johnson's Confederate division in their July 2 attack on the hill. The 4'x5' map includes the Baltimore Pike behind the Union lines, as well as Rock Creek and part of Wolf Hill. The Union troops get the benefit of medium field works. The scenario lasts 10 turns, from 7pm until 10pm. Starting with the 8:40 turn, visibility is limited to 4" due to the late hour of this fight. This is one of the smaller of the main battle scenarios, with roughly the equivalent of three brigades per side. Following the trend he set in Volume 1, Scott has included some lesser-known actions in Volume 2. "Brinkerhoff's Ridge" is next, and depicts the action that took place on the afternoon of July 2 along Hanover Road to the east of town. This tiny scenario, on a 2'x3' map, depicts a skirmish between the 10th NY cavalry and the 2nd VA infantry, on detached duty from the Stonewall Brigade. During the game, a few more Union cavalry troopers enter as reinforcements. The game lasts from 4pm until 7pm, a total of 10 turns. "East Cemetery Hill" represents the late July 2 attack by Early's division against Union positions just south of town, and is presented in two versions. The first, on a 3'x4' map, depicts the historical attack by Hays and Hoke against units primarily from XI Corps. Only regiments defending east of the Baltimore Pike are included in the historical version. Gordon's brigade can be released on a die roll, and Smith's brigade is optional. The numerous Union artillery batteries are dug in, and include positions on Steven's Knoll. The "East Cemetery Hill" variant adds Rodes' division in a hypothetical coordinated attack from positions southwest of town. The map is extended one foot to the west, and more XI Corps units are added to defend against this attack. Both versions of the scenario last 10 turns, from 7:20pm through 10:20pm. Starting at 8:40, visibility is limited. "Pardee Field/Culp's Hill" depicts the July 3 morning fighting between the Union XII Corps and elements of Ewell's II Corps, around the Spangler's Meadow area and the southern portions of Culp's Hill. The Union also get off-board artillery reflecting guns on Power's and McAllister's Hills. This scenario is modest in size, with three Union brigades, including Lockwood's three large regiments, fighting four Confederate brigades on a 3'x4' map. This fight lasts 14 turns, from 7am through 11:20am. The subject matter of "Pickett's Charge" is self-explanatory. This is the largest scenario (in terms of troops) in Volume 2, on a 6'x4' map, centered roughly on the Codori and Bliss farms. The Union defenses stretch from Zeigler's Grove, through the famous angle and copse of trees, and ends at Stannard's Vermont brigade position. The Confederate OOB includes Pickett's, Heth's (Pettigrew's), Pender's (Trimble's) and two brigades of Anderson's divisions. Both sides have numerous on-table artillery batteries (especially the Confederates), as well as off-map support. This scenario lasts 13 turns, from 1pm until 5pm, but the first six turns are largely limited to the preliminary artillery bombardment, as the Confederate infantry cannot move before 3pm. "East Cavalry Field" covers the July 3 fighting east of town, and is played on a 6'x5' layout. Custer's and McIntosh's Union well-armed brigades tackle four brigades of J.E.B. Stuart's division. Custer's brigade is rated as Elite, and two of its four regiments are armed with Spencer repeating rifles. This fight makes extensive use of dismounted skirmishers, and lasts 10 turns, from 2 pm through 5pm. "Farnsworth's Charge" covers that Union general's ill-fated mounted charge against the Confederate right flank west of Big Round Top. Farnsworth's brigade consists of four regiments, but the 1st VT is represented as three separate battalions. The Confederate OOB consists of five regiments from various brigades of Hood's division, plus an assortment of artillery. This small fight takes place on a 3'x4' map and lasts seven turns, from 5pm through 7pm. "Fairfield" depicts the July 3 action that took place a few miles southwest of Gettysburg. This is another small cavalry skirmish, between the 6th U.S. Cavalry and "Grumble" Jones' brigade of three regiments. This fight takes place on a 2'x3' map, and lasts seven turns, from 4.m until 6pm. "South Cavalry Field" represents the July 3 action between Merritt's Union cavalry brigade and a mix of Confederate infantry and cavalry. The bulk of the troops are deployed as skirmish lines across a 3'x4' map just to the west of the Emmitsburg Road near the extreme Confederate right flank. Lasting seven turns, this scenario starts at 3pm and ends at 5pm. "Falling Waters" depicts the July 17 rear guard battle at Lee's crossing of the Potomac River during his retreat after the battle. The 6'x4' map includes the final Confederate line across a sharp bend of the river and parallel C&O Canal. The defenders consist of what was left of Heth's and Pender's divisions; many of the units are pitifully understrength. Against this force are pitted three Union cavalry brigades. Victory is determined largely by the number of Confederate units that either cross the river or fail to do so. This looks like it could be a fun scenario, with the Confederates really having to balance the need for speed with the need to defend the perimeter. So there you have it, another batch of Gettysburg scenarios, running the gamut from small skirmishes to grand assaults like Pickett's charge. When combined with the earlier scenarios in Volume 1, ACW gamers have a great selection of ready-made battles to recreate the smaller pieces of one of history's most famous battles. Included is an ad for two upcoming volumes containing a total of 16 scenarios from the South Mountain/Antietam campaign. Congratulations to Scott Mingus and Ivor Janci on the success of their series of scenario books. Reviews: Armorer's Forge
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