| Tactics
In 'Gettysburg'
Scenario #1: First Day
By Doug McNair
June 2006
Our “Rectangles of War” series
has always been my favorite tactical combat
system because of its simplicity, speed of
play and span of so many different historical
periods. To illustrate the latter, today I
follow my
recent article on Rome
at War: Fading Legions with one on
War of the States: Gettysburg.
The main focus of fun in Rome at War
is the huge variety of exotic troop types
(legions, barbarians, phalanxes, elephants,
horse and camel cavalry, etc.). Rome at
War games give players numerous set-piece
battles on flat, open terrain, that let them
focus on combining the different strengths
of their various troop types to defeat the
enemy.
But in War of the States, the set-piece
battle takes second place to maneuver and
jockeying for the high ground on much larger,
historically accurate maps. This is nowhere
better illustrated than in Scenario #1 of
our first War of the States game, Gettysburg.
In the First Day scenario, General Reynolds
must quickly gather a widely dispersed force
of Union infantry divisions and throw up lines
of defense to prevent General Lee from storming
the board and grabbing the high ground for
the Army of Virginia. And because both armies
enter the board piecemeal from several different
directions, victory for both players hinges
on the leadership qualities of each individual
general.
Factors Driving Play
The main factors driving play in the First
Day scenario are:
Terrain
The Confederate objective is to drive the
few starting on-board Union forces out of
the northern half of the board, and prevent
the rest from advancing any farther north
or west than Cemetary Ridge. The Union objective
is to have at least three infantry divisions
north or west of Cemetary Ridge by the end
of the day. And each side must also try to
inflict at least 20 step losses on the other
while taking no more than 15 step losses itself.
For each of these three objectives, terrain
is the key. Units on high ground or in town
or woods areas get defensive bonuses and are
hard to dislodge. The Union player must rush
forward to grab whatever defensible terrain
north and west of Cemetary Ridge that he can,
while the Confederate player must push past
such terrain quickly and place his forces
where they can block the Union divisions from
getting there, or force them off the hills
if they do.
| 
Leadership defined. Joshua Chamberlain
and the 20th Maine.
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Leadership
Especially in the early going, each force
that enters the board will likely be outside
the command radius of its commanding general.
This means that each subordinate general must
roll equal to or less than his Initiative
rating every turn to put his troops in command.
Troops in command can attack and move normally,
while troops out of command can’t attack
and have their movement allowance reduced
by one. This reduction in movement allowance
is particularly bad in the First Day scenario,
since both sides’ entering forces must
march double-quick-time to link-up with their
commanding generals and get to the high ground
first.
On average, Confederate leadership quality
at Gettysburg on July 1, 1863, is superior
to the Union’s. The Confederate player
needs to use this to his advantage, sending
his subordinate generals out independently
to take on individual Union generals in the
hope of blocking them from linking up with
Reynolds.
By the same token, Reynolds must dash forward
with as many forces as possible and put himself
in a position to block the Confederate advance,
so that the poorer-quality Union generals
have time to move up and join him. Subordinate
generals inside their commanding general’s
command radius don’t have to put themselves
in command — the commander does that
for them. And once they’re with Reynolds,
they can guard his flanks and extend the Union
defensive line. But since the Confederates
enter the board from the northwest, north
and northeast, guarding the flanks of a line
on the northern half of the board will be
a very tricky affair.
You got to know when to hold 'em, know
when to fold 'em:
In all the Gettysburg scenarios, both
sides must try to achieve their territorial
objectives and inflict a certain number of
losses on the enemy while keeping their own
losses down below a certain level. Managing
this last part is probably the issue that
requires the most thought in Gettysburg.
There are several situations in which units
could plunge in to outflank enemy units and
do lots of damage — but they and other
units on their side could end up taking much
more damage than they dish out if they give
up defensive terrain, break from their own
line and/or expose their own flanks.
Conversely, when units take hits in combat,
it’s a very careful balancing act deciding
whether to stand one’s ground and absorb
the hits (thus holding or maintaining progress
toward geographical objectives), or to reduce
hits against the units by retreating. Either
choice has its pros and cons, but over the
long term it’s best to retreat more
often than not, because one or two extra losses
each turn can add up to defeat over the course
of the day.
| 
A Matthew Brady photograph of the Gettysburg
battlefield.
|
Game Summary
Here’s what happened in a recent game:
Setup
At 0700 hours on the morning of 1 July,
General Buford and his cavalry have just spotted
Confederate General A.P. Hill coming up the
Chambersburg Pike from the west with Heth’s
1st Division of 3rd Corps. Buford’s
cavalry has taken position on the road east
of Hill’s advance, on top of Herr Ridge.
General Reynolds has recently entered the
board from the southwest with Wadsworth’s
1st Division of I Corps, and Robinson’s
2nd Division of I Corps has just entered behind
him.
0700 hours
The commanding generals of both sides each
have an initiative of 4. General Lee rolls
higher on the first turn and wins initiative.
He rolls again against his initiative and
can activate one formation, which will obviously
be Hill’s. Since Lee hasn’t entered
the board yet, Hill must roll against his
own initiative of 4 to put his troops in command,
and he rolls a 2, doing so.
The two 3rd Corps artillery units with Heth’s
division open fire on Buford’s position
up on Herr Ridge and roll two 6’s on
four dice! The cavalry and artillery unit
in the same zone with Buford both take one
step loss each, and Buford himself is killed
on a roll of 11 (11 + one step loss beyond
the first = 12 = death)! This is NOT a good
start for the Union, which immediately gives
Buford’s second in command (Wesley Merritt)
a brevet promotion to Brigadier General.
Hill moves the first half of Heth’s
Division laterally south so the second half
can enter behind him (Confederate divisions
are huge and take up two counters), and then
they advance together across the stream and
attack Buford’s cavalry on a broad front.
The northern half of Heth’s division
does two hits to the sole full-strength cavalry
unit left in Buford’s force (on the
rise north of the road). The cavalry rolls
less than its morale and is able to retreat
to reduce the hits on it to one (thus surviving
the attack). The cavalry also fires on its
way out, getting one extra die for being on
the rise. It does one hit to the Heth/1 division
counter, which takes the step loss and advances
to take the high ground the cavalry vacated.
Then Hill attacks the cavalry and artillery
on the road where Buford was, doing one step
loss. The units try to retreat to avoid the
loss but roll higher than their morale, meaning
they still retreat but take the step loss
anyway. The Union player assigns the loss
to the weakened artillery unit (he wants to
keep both his cavalry units alive), which
gets its revenge by hitting the Heth/2 Division
once before it dies. The Heth/2 Division takes
the loss and advances, and now Hill holds
Buford’s old position on the road at
Herr Ridge.
Reynolds rolls versus his initiative and
can activate one formation. He and his two
divisions charge northeast on the road, with
the lead division reaching a rise just even
with Cemetary Ridge to the west. The Confederates
have all activated, so Reynolds rolls again
and can activate what remains of Buford’s
cavalry. The new Brigadier only has an initiative
of 1, and he rolls a 6 and can’t put
himself in command. So, he keeps his cavalry
where they are, blocking the road to the east
but leaving the Confederates’ way south
offroad wide open.
Cavalry step losses count double, and artillery
step losses count as 1/2 step each. So at
the end of the first turn, the Union has taken
four and a half step losses, and the Confederates
have taken two.
0800
Lee wins initiative again but rolls higher
than his initiative for activation and can’t
activate any formations yet. Reynolds rolls
a 1 and can activate both his on-board formations.
His two divisions continue double-timing it
northeast on the road.
Then the new brigadier rolls a 1 and activates
himself! He shifts his two cavalry one zone
to the southwest each, blocking any movement
Hill might contemplate to the south, and also
hitting his division in the front and flank.
The 3-strength cavalry unit on Heth’s
flank gets a 25% bonus for the flank attack.
Heth gets no bonus for being on the rise since
a cavalry unit is there with him, but he does
get a bonus for higher morale and Hill’s
leadership.
Both sides roll 6 dice. Heth/2 takes one
hit, and would like to retreat to avoid it
but would give up the ridge and the road in
the process. So he takes the hit and hopes
that his artillery on the road behind can
activate and blast the flanking Federal cavalry
off the hill. Heth gets no hits in return.
Lee rolls a 1 and can activate Hill, whose
3rd Corps artillery does fire at the cavalry
on the hill but scores no hits. Then both
counters of Heth’s division wheel south
and hit the cavalry, which both roll less
than their morale and are able to retreat
one zone southward before the Confederate
attack, thus avoiding combat and also getting
outside the Confederate artillery’s
range. Heth’s division advances southward,
hoping to keep the Federal cavalry away from
the road it is open for the Confederate reinforcements
which will enter next turn.
At the end of Turn 2 the Federals are holding
steady at four and a half step losses and
the Confederates have taken three.
0900
Reynolds wins the initiative roll but then
rolls a 6 and is unable to activate any of
his formations. Lee rolls a 1 and can activate
three formations, and since the only one that’s
on board (or will enter this turn) is 3rd
Corps, he activates them.
Hill’s two on-board 3rd Corps artillery
units move east down the road to a flanking
fire position on the Federal cavalry to the
south. Then Pender’s division enters
and heads eastward down the road while the
two remaining 3rd Corps artillery units enter
and head south of the road to a firing position
on the Federal cavalry’s other flank.
Next, Heth’s division attacks the cavalry,
which once again rolls less than its morale
and retreats south before combat, putting
the rise between it and the just-entered Confederate
artillery.
Reynolds rolls a 1 and can activate three
formations. He advances northwest offroad
with Wadsworth’s division to take the
Lutheran Seminary on Seminary Ridge as a command
post. He orders Robinson to keep moving his
division up the road northeast to Gettysburg
and then move northwest next turn to take
up position on Reynolds’ right flank.
Then Doubleday’s division enters the
board close by to the west and moves to join
the cavalry on the road south of Hill’s
advance.
Finally, the brigadier fails to put himself
in command, but is able to spread his cavalry
out to screen the flanks of Doubleday and
Wadsworth’s divisions. The Federals
now have a line (of sorts) on the road running
west/southwest of the Lutheran seminary.
The Confederates have all activated, so
Reynolds rolls again and gets a 1, meaning
he can activate General Howard and Barlow’s
1st Division of XI Corps, which enters the
board on the road at the far southwest corner.
All reinforcements are considered to be in
command on the turn they enter, so Howard
sprints up the road to the northeast at full
speed. Reynolds rolls one more time to try
to bring in Schurtz’ division of XI
Corps at the south end of the board, but rolls
a 6 and fails, ending the turn.
No losses were inflicted this turn, so step
losses stand at Union: 4 1/2; Confederates:
3.
1000
Reynolds wins initiative again, and all
his units plus the new brigadier are in his
command radius. Only General Howard and Barlow’s
division are outside command radius and must
put themselves in command. Reynolds rolls
a 1 for activation and can activate three
formations.
For the first activation, he pulls in Doubleday’s
division to join him on his left flank on
Seminary Ridge, and then brings up Robinson
on the right. Robinson sends his artillery
ahead to take up position on Reynolds’
right flank on the ridge while his division
prepares to slog up the hill through the woods
there. Reynolds moves his artillery left down
the ridge to a better firing position with
Doubleday. Finally, has the Brigadier’s
cavalry stay put on the road to screen Doubleday’s
left flank, telling him to fall back to the
ridge when attacked.
For the second activation, Howard fails
to put himself in command, so he moves up
the road from the southwest at half-speed,
bringing in his other XI Corps Divisions under
Schurtz and Steinwehr on the south road.
Lee rolls a 3 and can finally activate one
formation. All the Confederate units on the
board are 3rd Corps under Hill, and Hill puts
himself in command so they all attack. The
advance artillery on Hill’s eastern
flank fire on the cavalry screening the western
Federal flank, but fail to hit. The remaining
two artillery units move south to take up
a position on a rise flanking the Federal
line. At the same time, Hill has Heth’s
division move south and attack the screening
Union cavalry, and Pender’s division
moves east on the road to attack Robinson’s
advance artillery on the ridge. The cavalry
retreat south and up the ridge as ordered,
and Heth’s division advances.
Then the Pender/1 counterattacks Robinson’s
artillery, which is in the woods on the next
rise. After modifications the Confederates
attack with six dice and the Union artillery
defend with five, and both sides hit on a
5 or 6 (infantry attacking artillery alone,
and artillery defending against assault).
Each side scores only one hit, and Pender
chooses to fall back rather than take the
hit since he’d be in danger of being
outflanked if he stayed and the Union activated
first next turn. The artillery take the hit
and stand their ground so Robinson’s
division can join them on the ridge next turn.
At the end of the fourth turn, the Union
has take five step losses and the Confederates
have taken three.
1100
Lee wins initiative, but rolls a 6 for activation
and can activate nobody. So does Reynolds,
and there’s a massive communication
breakdown on both sides and the turn ends
with nothing done! This is bad for both sides:
It’s one hour closer to game’s
end with no Confederate advance, but the Federals
can’t bring up their reinforcements
so the Confederates can keep pounding them
next turn while they’re weak.
1200
Lee wins initiative again, and rolls a 2
this time, meaning he can activate two formations.
The Confederate 3rd Corps artillery opens
fire on the Union left flank. Units 1 and
2 on the road to the north finally hit, eliminating
the cavalry unit in the woods on the south
end of Seminary Ridge.
Then units 3 and 4 on the rise west of Seminary
Ridge shoot over Heth’s division and
destroy the last of Buford’s cavalry
on the plain next to the ridge. This leaves
Doubleday’s flank open, and Heth’s
division charges up the ridge to attack him.
Pender’s division moves laterally to
the southwest to form a line with Heth’s,
hitting Wadsworth’s division and Robinson’s
artillery at the same time.
Heth’s division (two counters) attacks
Doubleday’s division and artillery (plus
the artillery Reynolds sent down) in the flank
and rear. The attack is at 16 dice to eight,
with the four artillery dice hitting on a
5 or 6. Heth scores 3 hits while Doubleday
scores two.
Doubleday’s division takes a hit as
does one artillery unit, and then Doubleday
retreats off the ridge to extract himself
from that outflanked position. The artillery
try to retreat as well, but both roll more
than their morale of 4 and are eliminated
instead! That’s 2 1/2 more step losses
for the Union.
Heth’s division takes both hits as
step losses (Hill ducks to avoid being killed
on a roll of 10) and takes the ridge, gaining
Reynolds’ and Wadsworth’s flank.
Pender’s division then holds the line
against Reynold’s strong position at
the Seminary, but attacks Robinson’s
artillery on his right again to try and gain
his other flank. Both sides score two hits!
Pender takes them both and holds his ground,
as do the artillery. That’s two step
losses on the Confederates and one on the
Union.
All of 3rd Corps units have activated, so
for his second activation Lee brings in his
belated reinforcement, Rhodes’ 3rd Division
of 2nd Corps. It enters on the north board
edge and charges south toward the Union right
flank.
Reynolds rolls a 2 and can activate two
formations. Hill and 3rd Corps have him outflanked
on the left and can cut him off from his reinforcements
if he doesn’t get off Seminary Ridge
fast. And 2nd Corps has started entering the
board on his right, so he’s got to fallback
to the south so his reinforcements can catch
up and make a new line north and west of Cemetary
Ridge. The three Union Divisions pull back
off the ridge and make a defensive semicircle
with their right rooted on Gettysburg, sending
riders south post-haste to tell Howard to
bring up XI Corps. Howard is still out of
Reynolds’ command radius but rolls a
2 to put himself in command. The units with
him go north at full speed and he heads off-road
to put the other XI Corps divisions on the
south road in his command radius for next
turn.
Lee rolls a 4 for one more activation and
brings in his 3rd Corps reinforcements, which
consist of himself and a bunch more artillery
on the northwest road. Lee himself comes up
to join the Pender/2 division on the northern
Confederate flank. Then Lee fails to activate
his remaining reinforcements, and the turn
ends. This gives the Union a break, as General
Ewell and 2nd Corps failed to enter, and Rhodes’
half-division of 2nd Corps infantry bearing
down on the Union right flank will be out
of command next turn.
At the end of the Noon turn, the Union has
taken 12 1/2 step losses, and the Confederates
have taken seven.
1300
Reynolds wins initiative and can activate
one formation. He activates Howard, who rolls
a 1 and puts himself in command. Barlow’s
division moves up to extend the Union line
south while Steinwehr and Schurtz charge north
on the road.
Lee then fails to activate, and Reynolds
rolls a 2 meaning he can activate two more
formations. He brings in General Hancock (who
doesn’t seem to have II Corps with him)
on the southern road, has his artillery in
Gettysburg fire on Rhodes’ division
on the northern road (no effect), and then
advances Doubleday’s division toward
the ridge for a combined assault with Reynolds
on the Heth/2 division counter.
The Federals have a general and superior
morale, while the Confederates just have the
high ground, so the Union attacks with 14
dice to the Confederates with six. Both sides
score three hits, an incredible showing from
Heth’s men! Wadsworth’s division
takes two hits and retreats back toward Gettysburg,
while Heth’s men take two hits and retreat
off the ridge. This leaves the Union line
broken in the middle while the Confederate
line is intact, but Hill has his flanks exposed
on the south end.
Lee then rolls a 1 and can activate three
formations. He advances the Confederate line
to Seminary Ridge, where Heth and Pender’s
divisions attack Doubleday and Robinson’s
exposed divisions while the Confederate artillery
moves up to join them. Heth’s division
does three hits on nine dice while Doubleday
does only one. Doubleday takes two hits, shrinks
to a small counter and retreats to try to
make a new line. Heth’s division takes
the one hit and advances.
Lee and Pender’s division attack Robinson’s
at 15 dice to six, but score only one hit
while Robinson scores two. Robinson retreats
to Gettysburg to avoid the hit, while Pender’s
division takes one hit and an artillery unit
takes another.
For his other two activations, Lee brings
in his Noon and 1300 Hours reinforcements,
which consist of the rest of 2nd Corps. They
enter on the north and northeastern roads,
and the turn ends.
At the end of the 1300 turn, the Federals
have now taken 16 1/2 step losses, while the
Confederates have taken 10 1/2.
1400
Reynolds wins initiative and can activate
one formation. He has a big problem: The Confederate
artillery is all lined up on Seminary Ridge
now and can blow him to smithereens. The Federal
line has a hole in the middle, two Confederate
divisions are ready to advance from Seminary
Ridge, and two more are closing on his right
flank. At this point, he’s got to fall
back south while his reinforcements try to
establish a new line just north and west of
Cemetary Ridge. So, he starts a slow retreat
from Gettysburg with I Corps. His artillery
acts as a rearguard, shelling the incoming
2nd Corps to the north, and will help slow
the movement of incoming Confederates.
Lee then rolls a 1 and can activate all
his onboard formations. The artillery line
on Seminary Ridge opens fire, doing one step
loss to Wadsworth’s division and three
(on just four dice) to Barlow’s on the
southern Union flank. Barlow lets his own
artillery take two of the three hits (his
weak division would be shrunk by three hits).
Third Corps then charges off the ridge and
attacks the Union line. Heth’s division
does another three hits to Barlow’s,
which does no hits in return but successfully
retreats, taking only two step losses. Lee
then hits Reynolds with Wadsworth’s
division at a strength of 13 to 7, doing two
hits vs. none. Wadsworth retreats up Cemetary
Ridge and takes only one step loss, and Lee
advances to gain Robinson’s flank.
Then Ewell moves south and assists Rhodes’
division in attacking Gettysburg at a strength
of 9 to 1. The artillery unit is destroyed
and the Confederates take the town.
Reynolds rolls a 6 and fails to activate,
and the turn ends without Reynolds bringing
in his reinforcements.
At the end of the 1400 turn, the Union has
taken 23 step losses while the Confederates
have still taken only 10 1/2.
1500
Lee wins initiative next turn and can activate
all onboard formations before the Federals.
At this point, it’s all over. The Confederate
artillery can blast away at the Federals and
force them to retreat up Cemetary Ridge and
beyond, and 2nd Corps can come down from Gettysburg
and occupy the hills and woods northeast of
Cemetary Ridge, outflanking both Reynolds
and Schurtz.
With their reinforcements delayed, the Federals
will be lucky to hang onto Cemetary ridge,
let alone keep any units west or north of
it. The Confederates have fulfilled all three
of their objectives (kill 20+ Union steps,
take less than 15, and have no Federals north
or west of Cemetary Ridge), so Robert E. Lee
has won a major victory!
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