Second Day of
Battle of Gettysburg

July 2, 1863

by Lloyd Eaker, Jr.

This scenario was designed for a game to be played at a convention and to introduce players to American Civil War gaming. Several criteria had to be met fora convention game to be successful: (1) The game should be completed in a set time frame. (2) A group of players must be able to play and enjoy the game equally. (3) The rules system used should either be known to the players, or easily taught.

A hypothetical game would be easier to design for this purpose since the situation could be devised to fit the necessary parameters. Games refighting historical battles are harder to set up for the American Civil War period. One reason was the almost guaranteed reinforcements that would arrive during the battle. This would mean either players would have to wait for their command to arrive or have some units on board and other units arriving later. Another problem was the fact that most battles were not balanced. Historical battles however, are interesting to new players who have heard of the battle and it has some meaning to them.

The south flank of the second day of Gettysburg was chosen. The battle was important, and most Americans have some idea of its importance. The greater part of the troops were already deployed with distinct units for the players to command. The battle was very close and both sides could win, giving a parity for success.

The rules chosen were On toRichmond by Paul Koch. The On to Richmond rules are easy to teach, are quick playing, and have the ability to represent the size of the armies involved. Using a scale of fifty yards per inch*, the rules allow the battlefield south of the town to fit on a six feet by eight feet table. Further, the rules would allow each of three Confederate players to command a full division. The three Union players would each command a corps.

The rules do lose some of the detail possible in regimental level games, but a regimental level game on this scale would be nearly impossible to finish within a single day and would also divorce players away from the divisional command level being portrayed. It is possible to play a portion of the battle, but much of the significance would be lost.

The Union did receive reinforcements throughout the battle, but the majority of their troops were already deployed, and most of the major units were involved from the Start of the period chosen.

At four o'clock the fighting had begun in earnestand all of the involved Confederate amps were deployed. For the Union, General Sickles' Third Corps was almdy deployed in his salient position and General Hancock's Second Corps was stationed on Cemetery Ridge and ready. GeneralSykes' First Division of his Fifth Corps was stationed in the area, but his Second andThird Divisions would not arrive until later. In fact, the Third Division arrived just shortly before dusk and therefore was not needed for the game.

The starting positions and time schedule was taken from a perusal of Battles and Leaders, The Gettysburg Campaign by Edwin B. Coddington, and The Official Military Atlas of the Civil War. The numerous conflicts were as intriguing as they were annoying.

"The map was designed from the same sources and from Gettysburg: A Journey in Time by William A. Frassanito and The U.S. Army War College Guide to the Battle of Gettysburg. The map is drawn from topographical maps and the contours are necessary to give the effects of the higher grounds involved.

The contours picked would allow a line of sight to pass over wooded areas with a contour level of eighty feet, most wooded areas not being higher than eighty feet. This also worked out well using the one-half inch thickness of the Geo-Hex terrain for which the map was designed to be scale of the rules being fifty yards per one inch which is seventy five feet per one-half inch.) Some of the hexes in the map were made modified to meet certain conditions.

The ground was mostly rolling country with many steep hills covered in boulders and stones. As farming impacted the area, land was cleared and stones and rocks were stacked into stone walls which surrounded the fields. The forests were cutback in the flatter areas for farming. The trees were removed from the west side of Little Round Top and sold for lumber, and then the war entered the area...

The following list of rule modifications are table definitions for On to Richmond and necessary scenario changes. The fence lines on the map are there to reflect the positioning units took during combat, and the cover factor gives an incentive to use the fences.

Select Bibliography and recommended reading about the Battle of Gettysburg:

Bowden, Scott, Armies at Gettysburg, Empire Game Press, Arlington, 1986.
Coddington, Edwin B., The Gettysburg Campaign,Charles Scribner's Sons, New York, 1979.
Frassanito, William A., Gettysburg, A Journey in Time,Charles Scribner's Sons, New York, 1975.
Johnson, Robert Underwood, and Buel, Clarence Clough, editors,Battles and Leaders of the Civil War, Volume III, Tbomas Yoseloff, Inc., New York, 1956.
Luvass, Dr. Jay, and Nelson, Colonel Harold W., editors, The U.S. Army War College Guide to the Battlefield of Gettysburg, South Mountain Press, Inc., New York, 1986.
McPherson, James M., editor, Battle Chronicles of the Civil War 1863,Civil War Times Illustrated, Carlise, 1989.
Montgomery, James Stuart, The Shaping of a Battle: Gettysburg, Chilton Company, Philadelphia, 1959.
Nofi, Albert A., The Gettysburg Campaign W.H. Smith Publishers, Inc., New York, 1986.
Pfanz, Harry W., Gettysburg the Second Day, The University of North Carolina Press, Chapel Hill, 1987.

GAME RULE MODIFICATIONS OR CHANGES:

FIRING:

The stone covered areas give cover equal to woods. Stone or woods areas are not cumulative; a defensive bonus of +1 for cover is given.

Units deployed behind wood fence lines and units in farm receive a +1 modifier for cover when targeted. This is considered to be the stone as town cover. Wooden fence lines, town cover and hum are not cumulative. Units in any combination of these covers receive only +1 for the cover.

When a unit has its flanks or flank refused, all attacks must meet the enfi1ade criteria for the refused stand.

A unit must remain stationary during its movement turn to receive the braced bonus to its firing. This does not count for a unit firing against a charge, such units. get the bonus.

MOVEMENT

A brigade must use a change formation operation to refuse flanks, or to set up a line or reinforce line conforming to a terrain feature. The brigade must change formation again to leave such a position.

Excepting assault columns and artillery, any unit interpenetrating with another unit causes both units to receive a morale marker. Artillery may be moved through, or may move through any other unit freely except assault columns. Assault columns disrupt all units they move through and are not disrupted in turn. Assault columns may not be interpenetrated by any formation

MORALE

The optional morale rolls for artillery should be used and all units roll on the CSA morale table as veterans. Rolls below "stand" require the unit to limber up and retire for one full move. "Stand" means the unit is silenced and may do nothing this turn. Rolls above "stand" have no effect.

CORPS AND DIVISION COMMANDERS

At the start of the game, Gen. Longstreet moves with the McLaw's division card. At the start of each turn, before the cards are cut, the Confederate players may choose to change the division that Gen. Longstreet moves with during the next turn.

Corps commanders, eliminated during the game, are not replaced like division commanders, the corps commanders' passes are lost as well.

The Confederate divisions are each represented by a card for the game. For the Union a card is used for each corps. The Union Corps were about the same size as the Confederate divisions.

TERRAIN

Streams are completely fordable, but do count as rough terrain. The stone covered areas are all rough terrain and are treated as equal to hills. Wooden fence lines do not slow infantry or artillery. Infantry are not slowed by stone walls. Stone walls do effect artillery, and are treated as streams.

The only rough terrain hills the Round Tops starting at their first contour and Houck's Ridge.

Orchards break LOS the same as am, but do not count as cover. Houses, representing farms, do count as cover the same as towns, but do not break LOS. Woods are I contour high for sighting purposes.

Units outside of a woods may only see one inch into the wood's edge. Units in woods may only see out if they are within one inch of the edge of the woods. The die roll for seeing through wood applies only to units in the same woods and with their LOS not crossing the forest edge at any point.

OPTIONAL INITIATIVE PROCEDURE:

The rampant confusion in this battle for division and brigade commanders is hard to simulate without either restricting the Union heavily or introducing an optional initiative rule.

After a card is drawn but before any actions are done, a 10 sided dice roll must be made for each division commander named on the card. If the roll is equal to or less than 3 plus the commander's original number of passes, then the divisional commander acts as normal.

If the number exceeds 3 plus the original number of passes, then the commander fails. The divisional commander may to use passes or test morale for units with morale check markers as normal. Units testing will move as per the morale results. Those units whose morale was good, have rolled a No Effect or had a pass used on them will act as though they have deploy orders from the morale chart. Deploy means the unit may change formation, face or fire, but may not move.

If a division commander fails his initiative, his corps commander may exercise a pass and allow the division commander to act as normal. Corps commanders do not have to be activated by the current drawn card nor does he have to move his figure to do this action. Gen. Longstreet may only effect Gens. Hood's and McLaw's divisions, not Anderson's.

GAME TURNS

The game start is at 4:00 o'clock pm.

    4:00 pm Hood may move and fire his division.
    McLaws and Anderson may fire but not move. All Union units may not move or fire this turn

    4:30 pmAll confederate units may move and fire as normal.
    Union units may fire at troops that are in range. Union brigades may move if any enemy unit is within 12 inches and in its front firing arc.

    5:00 pm All units may move and fire as normal.
    Starting on this turn the Union player may receive extra artillery battalions from the Army reserve.
    Roll a 10 sided dice if a 0 is rolled one battalion is released and may enter on the road in hex D6.

    6:00 pmUnion Gen. Ayres Division enters hex F-6 on the road

    8:00 pmThe game is over at the end of this turn. After the turn is over all morale markers must be removed either by passes or morale tests. All retrograde movement must be done, ignore advance and revenge.
    Then victory points calculated.

It will help during the game to make an additional card for the deck. This card would be the record and reinforcement card. This card should have each turn marked on it as a row of times down the side of the card with any notes for each turn.

The following orders of battle are approximations. The Union habitually counted everyone in a unit ignoring whether they were on a detached duty or sometimes even sick. The Confederates generally counted the number of muskets on the field. The casualties listed are included to give an idea of the ferocity of the fighting on this day. The letter and number codes next to either a General's name or a unit's listing describe the initial setup corresponding to hexes on the map. As an example M. Gen David Birney's 1st Division of the Third Corps is shown as deploying in hexes C-4, D-3, E-3, E-4, and F-3. The Corps artillery units may deploy in any hex containing an infantry unit form their Corps.

The Confederate players set up their troops first, then the Union players may set up. Though attacking, the Confederate scouting had been abysmal.

VICTORY CONDITIONS FOR THE SECOND DAY OF GETTYSBURG

Each side receives victory points as a way of judging the success or the failure of their attempt at the mission. At the conclusion of the game, players should count up the points according to the following tables.

Casualties:

Count all artillery stands, the number of Generals wounded, and brigade flag stands lost. Double this number and then add the number of other stands lost.

Compare the two numbers to the table below.

    -3 Confederate losses 2x Union losses.
    -2 Confederate losses 11/2 x Union losses.
    -1 Confederate losses exceed Union losses.
    0 Both sides lost the same.
    +1 Union losses exceed Confederate losses.
    +2 Union losses 1 1/2 x Confederate losses.
    +3 Union losses 2x Confederate losses.

Position:

Add the applicable numbers below. At the end of the game:

    +1 point If any Confederates are east of Plum Run (Hexes A-4 through G- 5)
    +1 point If any Confederate occupy Little Round Top (C-5)
    +1 point If any Confederate brigades are on Cemetery Ridge (Hexes EA F-5, FA GA H-5, H-6 & 1-6 above west slopes)
    -1 point If any Union forces are west of Plum Run (Hexes A-4 through G-5)
    -1 point If the Union still occupy any of these areas: the Peach Orchard (E-3) the Wheatfield (E-4) Houck's Ridge (ridge between D-3 & D- 4)

Check the final number against the table below.

    greater than +3 points Confederate major victory +2 to +3 points Confederate minor victory
    0 or +1 points Draw
    -1 to -2 points Union minor victory
    greater than -2 points Union major victory

2nd Day Gettysburg Order of Battle and Map


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