| Crossroads
of a Nation
By William Sariego
September 2006
To paraphrase the man who can lay claim
to being our greatest president, “The
world will little note what I write here,
but will never forget what they did here.”
The Battle of Gettysburg in July 1863 was
a penultimate event of not just the Civil
War, but of our nation's history itself.
Coupled with another Federal victory in Mississippi
at Vicksburg, the dawn of July 4th, 1863 —
Independence Day — would at last see
a clear road paved for Union success. At a
crossroads in a sleepy Pennsylvania town,
the fate of a nation and a people were decided
by force of arms.
As a personal note, the battle is deeply
etched in my own consciousness. I grew up
in Alabama, the fabled Heart of Dixie and
seat of the first Confederate capital in Montgomery.
During the early 1970s as a child I was constantly
hit with catch-phrases of Southern nationalism,
and whites as a rule were hardly hesitant
to display open racism. I remember bumper
stickers and posters — a grizzled old
Confederate veteran defiantly waving the flag
and saying “Lee surrendered, I didn't!”
Or the classic euphemism, “The South
shall rise again.” Nowadays the racism
is a bit more subtle, and “Heritage,
not hate” is the mantra of choice. And
as a young boy I bought the propaganda, hook,
line and sinker.
Sometime during the mid-eighties, when I
was around 24, I had traded the Stars &
Bars of my youth for the Hammer & Sickle
of a college radical. This certainly caused
me to see the American Civil War in a far
different light. The war started as an example
of class struggle, a contest between a burgeoning
bourgeois economy in the North and oligarchic
feudalism in the South. It later became a
war for the liberation of an oppressed people
and its goal no less than the elimination
of a heinous evil that made a mockery of the
Declaration of Independence.
Yet despite rejecting the “Old South”
mentality, I never lost my fascination with
the heroic lads in gray who from a military
standpoint bravely fought for their cause
against increasingly overwhelming odds. Just
as one need not be a Nazi to appreciate Erwin
Rommel, one need not be a Klansman to appreciate
Robert Edward Lee. This fascination has lead
me to travel battlefields extensively in five
states (Alabama, Georgia, Kentucky, Mississippi
and Tennessee) and a few scattered others,
notably Antietam. One battlefield I have yet
to visit, however, is Gettysburg.
The Game
It is a battle that has been repeatedly simulated
in our hobby, sometimes with multiple games
from the same company. Some have been huge,
designed with an eye to realism (A Terrible
Swift Sword). Others are small and designed
for playability (Cemetery Hill). Avalon
Hill tried to do it all in one package with
Gettysburg ’77, with three distinct
games in one box, using different counters
and rules. Only a few have really gotten it
right in my opinion, though I'm sure each
has dedicated fans out there. I tend toward
playability, and for my own personal pleasure
the version in Across Five Aprils by
Victory Games was the best of the old lot.
Was there room for yet another game on Gettysburg?
The answer was yes, and in 2002 veteran designer
Dave Powell teamed up with Avalanche Press
to bring you a fantastic new offering in this
crowded field. Dave Powell's Gettysburg
1863 is a magnificent treatment of
this key battle.
The map uses area movement and its appearance
gives a nice, period feel to the battlefield.
The counters are magnificent, mixing 100 1-
1/3 inch long counters to represent infantry
units with 168 2/3 counters for cavalry, artillery
and leaders.
It uses Avalanche’s simple 6-to-hit
system. The old phobia of too much dice-rolling
being too much a luck factor has long since
been disproved. With our combat system there
is no more artificial searching for the extra
factor to raise an odds level. In fact the
more dice you roll the more luck averages
out, with “hot” hands being replaced
by “cold” ones. It certainly beats
a 2:1 gamble on Tobruk on the last turn to
determine a winner (Avalon Hill's Afrika
Korps); now that was “luck”
in a wargame!
Combat units have multiple steps to reflect
their losses over the course of the battle.
Part of larger system of games, the rules
themselves are easy to grasp for an experienced
player, and not so difficult for a novice,
either.
Gettysburg 1863 has already been the
subject of an
excellent leadership variant from a previous
Daily Content update. I highly recommend fans
of the game giving some of those options a
try. Who can resist the temptation of using
Stonewall Jackson at Gettysburg?
Like most games on the subject — and
this is a reflection of history — the
Confederate player is up against the odds
in the battle. Winning on day one is almost
required, or at least crippling the Union
more than historically occured, so that Billy
Yank can be mopped up on day two. Any longer
than that, and Johnny Reb is in deep trouble.
The Variant
Here are a few variant rules to aid the Confederate
player.
1.
Porter Alexander
Col. Alexander was still a young officer
at Gettysburg. Before the war ended he would
rise to general’s rank and be recognized
as the most brilliant Confederate artillery
commander of the war. At Gettysburg he helped
direct the grand battery that bombarded the
Union lines before Pickett's famous charge.
Add Alexander as an artillery officer who
functions per rule 5.4. He arrives on the
0800 turn, July 2nd in Area B. For the Third
Day scenario deploy him in Area 123 at start.
2.
Pickett's Division
You doubtless have noted Pickett's Division
is represented by only one long counter and
the rest of the Confederate divisions by two.
This is because during the campaign two of
his brigades, those of Corse and Jenkins,
had been detached for other duties.
Add 2/1st (Pickett-2) to the Confederate
order of battle. The new unit arrives with
the rest of Pickett's Division on July 2nd,
1500. For the Third day Scenario deploy in
Area 205 at start.
3.
Lee's Health
Lee was an elderly man beginning to suffer
from declining health. Gettysburg would not
see him at his best. Unlike many games on
the subject, which give him superman status
even in this battle, Gettysburg 1863 accurately
reflects this issue. Lee has a better Tactical
Rating than Meade, but the same Command Radius
and less Initiative. The before-mentioned
leadership article on our website presupposes
an emotionally and physically stronger Lee,
with the aid of his right-hand man, the dynamic
Stonewall Jackson.
This variant doesn't bump Lee up quite as
much, but does make his initiative equal to
Meade. Substitute this counter for the Lee
counter in the game if you want to show Bobby
Lee in better form.
Postscript
Gettysburg 1863 does not need my philosophizing
or variations. It stands as a tribute to the
design genius of Dave Powell. It belongs on
your shelf among the other Gettysburg games,
and a place on the playing table in front
of them all. Enjoy.
You
can download the new counters here.
Click
here to order it now! |