The Gettysburg Campaign 1863 Vae Victus 8 Crude translation by Richard Fluck - use as you will, but if you tidy it up, let me know. O- Generalities This game requires a 6 sided die (noted ld6). The term 'troop points' designates the base strength (infantry or cavalry) of each unit, as indicated on the score sheet. The term 'combat points' designates the sum of the modified troop points and artillery, calculated per combat. O.1- Terrain The map represents the region in which unfolds the campaign of Gettysburg. The boxes are connected by connections that have been superimposed on the map to regulate the movement and combat of the units. 0.2- Game Scales A game turn represents two days of real time. One troop point of infantry represents 1 000 men aprox., one cavalry point 750 men, one artillery point about sixteen cannons. The distance separating each box of the map represents from 4 to 5 km or so. 0.3- Average tactical value When, in the game, the tactical value of several units must be taken into account (reconnaissance, combat), the players take the mean of the tactical values of the involved units, always rounding down. The tactical value of an unit represents the value command of the leader division at a time or of corps and the quality of the troops. 1- Units and leaders 1.1- Units of combat The units represent the different formations that participated in the campaign of Gettysburg. Southern side, the infantry is represented at the level of the division and the cavalry at the level of the brigade. The northern units, as for them, is represented at the level of corps with infantry and the division with cavalry. The players have besides a certain number of detachments (units of small size) that offers a little more flexibility in deployment. The units of combat (included the detachments, see 6.1) presents the front the flag of their respective camps and has the back a certain number of information (see diagram 1 above). The number of troop points of each unit is noted on a score sheet (on the back of the board of counters, to photocopy before cutting up) that permits the recording of losses incurred by the units. 1.2- Leaders Each player has leaders that represent: - the general Lee and his four corps commanders for the southern player: - the generals Hooker, Meade and the corps commander of cavalry for the northern player. These leaders are represented by counters presenting, on the back, a portrait and their various ratings (see diagram 2). 2- Sequence of play One game unfolds over a fixed number of turns of game, according to the scenario. Each turn of has the following sequence of play. - Event Phase The players determine the following events, in the indicated order (see 3): - weather report for the turn; - possible replacement of Hooker: - determination of first player for the turn: - possible entry of the army of the Potomac: - possible entry of Stuart's corps. B- First player Turn 1- Administrative Phase The player places the decoys, which he has, on the map then inverts the units uncovered in the previous turn and regroups his units under the Force markers (see 7.2). He verifies the lines of communication of his different leaders and units (see 4.5). Finally, the player throws ld6 and adds the command value of his General in chief in order to get the number of command points available for this turn (see 4.6). 2- Movement phase The player expends his command points in order to activate his units. The player moves his units, creates detachments or reattaches them, constructs defenses, conducts cavalry reconnaissances and engineering operations, in the desired order (see 5 and 6). The opposing player could attempt to react to these actions (see 6.5). The units making a forced march verify possible losses to stragglers, then stationary could recover stragglers (see 5.4). 3- 'Marching to the sound of the guns' The units of opposing player that are one or two movement points from a box containing a Battle marker could combine with it if the player that controls them wants (i.e. move to the box). 4- Combat Phase Combat unfold between hostile units in the same box. A Battle marker is left in the boxes occupied by units of the two players at the end of this phase. C- Second player Turn The phases 1 to 4 are repeated for the second player, the roles being reversed. The game turn is now ended, the Turn cursor is advanced one place. 3- Events 3.1- Resolution of the weather report At the beginning of each turn, the southern player throws ld6 in order to determine the weather. On a result of 6, it rains for this turn. The player places the rain marker on the turn track. Effects of the rain: - the number of movement points (PM) of each unit is reduced by 1. - the crossing of a river via a ford is forbidden (the connection becomes impassable). - the crossing of a creek (small course of water) via a ford costs + 1 PM. 3.2- Replacement of Hooker After turn 4 (28 June), the northern player throws a die: on a result of 4. 5 or 6. Hooker is replaced. On each new turn, 1 is added to the dieroll. As soon as Meade is named, the Hooker counter is withdrawn from the game and replaced by the Meade counter. 3.3- Determination of first player As long as Hooker commands the army of the Potmac, the southern player decides if he wants to be the first or the second player of this turn. If Meade is in charge, the southern player throws ld6: from 1 to 5, he chose; with a 6, the northern player chose who starts. 3.4- Arrival of the army of the Potomac and of Stuart After turn 1 (22 June), the northern player throws the die and consults the entry table of the army of the Potomac. After Turn 3 (26 June), the Southern player throws one dice, and consults the entry table for Stuart. [Translators note - there are no tables - the die rolls are defined in the rules] This phase is skipped if option 1 of rule 9.1 is in force. If Stuart or the army of the Potomac enters this turn, they are placed on the map at the beginning of the administrative phase of the corresponding player (see rule 9.1). 4- 0rganisation and command 4.1- Generalities In order to function at the maximum of their potential, the units must be in command range of their leaders, that is to say trace a line of communication to them. The organization of the two armies is noticeably different and detailed below and in the organization chart on the roster sheet. 4.2- The army of northern Virginia (CSA) The southern army is commanded by Robert E. Lee with, under his direct commands, three infantry corps commanders and a cavalry corps commander, who themselves control divisions or brigades. Lee could control one division or one brigade directly without passing via his corps commander. 4.3- The army of the Potomac (USA) The northern army is commanded by Joe Hooker (or George G. Meade after the replacement of Hooker) who has seven infantry corps, one corps of reserve artillery and a cavalry corps commander under his direct command, that control the divisions. Hooker could be in charge of the cavalry divisions directly. 4.4- Death of the leaders For simplification, the leaders present in the game can never be killed or captured (one regards in fact, at the worse, that they are replaced by someone of equivalent). A leader counter alone in a box by the enemy is merely replaced with the nearest friendly unit. 4.5- Line of communication An infantry unit must be capable of tracing a line of communication (LdC) towards his corps commander or his general in chief for the Southerner, or toward his general in chief for the Northerner. A southern commander corps must be capable of tracing a LdC to Lee. This line of communication could not exceed six movement points and must not be blocked by the presence of hostile units in boxes that it crosses. This LdC is not affected by the terrain that is in the boxes, nor by the presence of decoys, but it could not cross impassable terrain. 4.6- Command Points (PC) In order to carry out actions with his units, a player spends the command points obtained at the beginning of the turns (1d6+ value of command of general in chief). Once that the price is paid for the unit or the pile of units (one moves the PC cursor on the track), these could execute the actions desired by the player. There are no restrictions to the number of actions that could be undertaken by a unit or a pile of units, except for its potential movement points. In other words, activating a unit or a pile of units costs 1 PC but performing actions with this active unit or this pile of active units costs simply some movement points from the unit(s). Commanding a unit or a pile that has a valid LdC costs 1 PC. Commanding a unit or a pile that doesn't have a valid LdC costs 2 PC. Commanding a southern general or Pleasanton (northern) is free of charge if he has a valid LdC. In the latter case, the cost is of 1 PC. Note: the overall commanders of the southern corps give an advantage in flexibility to the command of the confederate player. 4.7- Out of command unit An out of command unit, that is to say that doesn't have a valid LdC, is limited in its actions: - it doesn't have a valid LdC to any leader: it could not make forced march. If it fights, it could not choose the tactical options Skirmish, Retreat in order, Fold (see 8.2). - it has a valid LdC toward its leader that, himself, doesn't have a LdC toward his general in chief: it could not choose the options general Assault and Hold (see 8.2). 5- Movement Each type of troop has a certain number of movement points(PM) that is not indicated on the counters. Those values are: - Leaders: 6 PM - Infantry, artillery and wagons: 4 PM - Cavalry: 6 PM 5.1- Generalities The boxes on the map are connected between themselevs by different types of connections. The units must pay the expressed cost in movement points with each type of connection in order to move from box to box. The detail of these costs is given on the terrain effects table. One says that two boxes are adjacent if they are joined by a passable connection. A unit could spend all or part of its movement points but never accumulate them from one turn to another. During the movement phase, a player could move all or part of his units, individually or stacked up. The movement is executed unit by unit or pile of units by pile of units, in the order wanted by the player. The movement of an unit or of a pile of given units must be ended before the movement of another begins. 5.2- Limitations on movement When an unit or a pile of units enters a box where there are hostile units (that are not decoys), its movement stops for this turn. An unit that begins its turn in a box occupied by the enemy could not leave this box unless a leader is present with it. In this case, the player must throw a die lower or equal to the value of command of this leader. 5.3- Stacking Stacking is unlimited within a box. On the other hand, no more than two infantry corps + one cavalry division (for the Northerner) and three divisions + two brigades of cavalry (for the Southerner) can move together as a pile during movement. The decoys and leaders don't count in these limits. When a pile moves, it does it at the speed of the slowest unit. The units moving as a pile must all have the same box of origin and a pile could not leave some units behind it in the boxes that it crosses. In other words, a pile being moved must include the same units at arrival as on departure. If a complete stack makes a forced march (see 5.4), the losses in stragglers are then determined for each unit of the pile. If a pile of units separates into several new piles at the beginning of a movement phase, then each new pile must receive one (or two in some cases) PC in order to be activated. 5.4- Forced marches and stragglers A unit that possesses a LdC to its direct leader can undertake a forced march. It benefits then from an increased movement: + 2 PM. It risks nevertheless losing some men on the road and it becomes fatigued in case of combat. As soon as the movement of a unit having made a forced march is ended, the player throws a die and consults the forced march table to determine the number of stragglers and deserters. In the same way, each unit of a pile that makes a forced march must test separately. A unit that doesn't move for one complete turn (therefore without reaction movement nor march to the sound of the guns) recovers one troop point automatically, two if the player throws a 5 or 6. A unit that made a forced march and that finishes its movement in an box occupied by the enemy receives a Fatigue marker : its combat points are divided by two. The Fatigue marker is withdrawn at the end of the turn. 5.5- Rail Transportation The units of the northern player have the possibility of transferring by rail. To this end, they must expend 2 PM and be on a box of the iron-shod way [had to leave this in - its so quaint - they mean a station]. Movement by rail could be combined in any order with normal movement (without forced march), provided the capacity of PM of the units is not exceeded. To this end, it could enter a station, using regular movement, then go by rail. The unit can then move eight railroad connections in the turn. Rail movement by is limited to one corps per turn (in total). An unit can always move along a rail connection, using regular movement expending 2 PM per connection. 6- Actions Each unit can, during the movement phase, execute some actions by spending movement points. Movements and actions could be executed in any order, to the limit of the PM. For their part, the units of the opposing player can also attempt to react to some movements. 6.1- Creation of detachments The players could create detachments, that symbolize in fact units smaller than those that are in play. To this end, at the beginning of the movement phase of an unit, the player marks off the troop points that he detaches from the given unit on his sheet of scoring and assigns them to a detachment. This detachment is directly subordinate to the same leader as its unit of origin. The player notes then on the roster sheet the name of the mother unit and places the detachment counter in the same box. In order to reattach a detachment, the reverse operation is done under the same conditions, the mother unit and its detachment in the same box at the beginning of the movement phase and not committed in a battle. Creating a detachment costs 1 PM to the mother unit and to the created detachment. An unit could not form a detachment unless if its tactical value is equal or superior to the one of the detachment. 6.2- Entrenchment An unit that doesn't move for one complete turn could construct entrenchments. A pile of units that constructs entrenchments does so for each unit of the pile. Procedure: at the beginning of his movement phase, a Construction marker entrenchment is placed on the unit. If, during his movement phase as well as during the opposing movement phase that follows, the unit doesn't move (that is to say that it doesn't perform reaction movement or marching to the sound of cannon), the marker is reversed then onto its Entrenchment face at the beginning of the following movement phase. An entrenchment remains effective so long as the unit that constructed it remains in the box. At the moment a unit quits this box, its marker is retired. The entrenchments may not be exchanged between units. A decoy unit may not construct entrenchments, unless with a real unit. The two units can then construct defenses. Entrenchments double the troop points of a unit in defence. 6.3 - Cavalry reconnaisance An unit or a pile of cavalry units could execute a reconnaissance movement into a box containing solely hostile units. The unit or the pile moves to the box, the player reveals the cavalry unit then and declares his intention of proceeding to reconnaissance. If the hostile player doesn't possess a cavalry unit in the box, the reconnaissance succeeds and the player throws the die on the recon. table in order to determine how many enemy units are revealed, as a function the cavalry troop points. If the player enemy possesses one or several cavalry units, he unveils them and one takes the difference between the troop points of the units making the reconnaissance and those forming the screen. If this difference is nil or negative, the reconnaissance fails automatically. If this difference is positive, the player throws one die and consults the result on the reconnaissance table, on the corresponding column to the difference in troop points. If a reconnaissance succeeds and that there is at least one decoy present in the box, then the decoy is eliminated. Modifiers: - tactical value of the units attempting the reconnaissance (or difference between the tactical value of the units making the reconnaissance and those forming the screen); - modifier for Stuart if he is present: + 1 Retreat after reconnaissance At the end of a reconnaissance, the player owner moves back the unit or the pile of cavalry units from the box controled by the enemy in order to avoid combat. The player throws 1d6 for each cavalry unit that moves back (the southern player subtracts 1 on the die): - presence of enemy cavalry units: on a throw of die of 4, 5 or 6, the unit loses 1 point of combat. - no opposing cavalry: on a throwing of 5 or 6, the unit loses 1 point of combat. The unit moves back to its box of origin. Retreat before combat A cavalry unit present in a box into which a hostile unit enters can, during the combat phase, move back before this combat. The procedure is the same that described previously (test of retreat). The unit could not move back to the box from where the enemy moved. 6.4 - Engineering operations Destruction and repair of bridges A force of at least 4 infantry troop points may destroy a bridge on a connection linked to its box. The unit or pile expends 2 PMs. If an enemy unit is present in the box on the other side of the bridge it costs 3 PMs. A bridge destroyed marker is placed. A destroyed bridge impairs the movement and LdC using theat connection. In a similar way, a force of at least 4 infantry troop points may repair a destroyed bridge. The unit uses all of its PMs. If an enemy unit is on the other side of the connection, the bridge may not be repaired. Destruction and repair of railways A force of at least 3 points (infantry or cavalry) may destroy a station or a railway in its box. Place a 'destroyed railway or station' marker. A force of at least 4 infantry points may repair a station or railway in its box, by spending 2 PMs. Note: the station symbol in a box - on the map - indicates a victory objective Important: any engineering operations may not take place from a box also occupied by enemy forces. 6.5 Actions and reaction During the movement phase, the units of the other player may react within certain limits and under certain conditions. When a unit or pile enter an adjacent box, during its movement, one unit or a pile mat attempt to react. To do this, the player throws one dice , and must get a throw equal or lower than the highest ranked leader's command value, in the box (or the tactical value of the largest unit present, if no leader is present). If the unit or pile does not have a LdC to his direct leader or CinC, add 1 to the roll If the test is passed, the unit(s) may: - intercept the enemy units, entering their box. The movement of the intercepted unit(s) are ended. - retreat one box. The enemy unit(s) may continue movement normally. It is possible to have multiple reaction attempts, during a turn, but only one unit or pile may react to the movement of an enemy unit or pile. Add 1 to the dice for a reaction attempt, if the connection between interceptor and intercepted costs 2 PMs 7 - - Decoys and forces 7.1. Decoy markers The players have both decoy infantry and cavalry markers. The markers move in an identical fashion but with no cost in PCs. The player may announce the 'false' expenditure of a PC to his opponent. The decoys may not undertake any other movement actions, but may 'entrench' (see above). All decoys are revealed in the following fashion: - if there are only decoys in a box and an opposing unit finishes its movement or succeeds in an interception in this box; - if there are only decoys in a box that prevent the opponent from tracing a LdC between units and their leader (and there is no alternativeLdC); - as soon as a battle occurs in a box; - if there is a reconnaissance against a box that contains only decoys. At the beginning of his admin. phase, the player replaces the decoys that were previously uncovered, on the map, in any box(es) of his choice already containing friendly counters. 7.2 Force counters Each player may use Force markers to hide the importance of a stack. At the start of his turn, a player may replace a pile of units with a Force marker. The units are placed in the corresponding box, on the play aid, out of view of the opposing player. The units that make up a force are revealed normally. 8 - Combat Combat takes place in boxes occupied by units of both sides. The active player resolves combat in any order he desires. He is considered be the attacker: the inactive player is the defender. Combat is obligatory. 8.1 Procedure. The same procedure is used for all battles. 1. The players select a tactic secretly, and reveal them simultaneously, before decoys are revealed. 2. For utility, for important battles, the players may use the battle boxes, placing a battle marker in the box concerned. They then calculate the combat points of the involved forces. 3. Each player consults the combat table, using the combat points to select the column. 4. Each player throws 1d6 and applies modifiers. The result is the number of troop points lost by the opposing player. Loses are applied simultaneously. 5. If a player has selected retreat in order or fold, he carries out movement. If troops of both sides remain in the box at the end of combat, the battle marker stays in the box. 8.2- Tactical Options At the beginning of combat, each player chose one tactic secretly: - for the attacker: General assault, Limited assault or Skirmish. - for the defender: Hold, Retreat in order or Fold. Once the tactics are revealed , the players consult the combat duration chart in order to know how many rounds this fight is going to last and what is going to be the multiplier of the losses, that applies to the two camps. 8.3- Calculation of the combat points The choice of the assigned tactics affects certain troop points and the artillery combat points also. The multiplier, according to the tactic, is indicated on the corresponding table. Besides, the number of troop points depends also on terrain, entrenched positions and of tiredness (see the table). Each player determines the sum of his combat points thus, rounding the fractions up. 8.4- Resolution of combat Each player throws the dice, consulting the relevant column on the combat table, and applies the relevant modifiers. The result is the number of enemy troop points lost. Losses, rounded up in case of fractions, are shared out equally between involved units. He could not eliminate a unit with leftover undistributed points [my French let me down here - I am not sure of the intent of this sentence]. The player adjusts the roster sheet accordingly. 8.5 Die roll modifiers Certain modifiers apply in the following cases: Flank attack: if at least two units enter a box from 2 different connections, in order to attack, this bonus applies during this turn only Defender encircled: apply to surrounded units following interdiction of Retreat (rule 8.6). Difference of tactical values: the players take the difference between the means of the tactical values of the attacker and of defender. The player with the best mean adds the result (the difference) to his die, the other player subtracts it. Example: units with a mean of tactical value of 2 attack a defender with a mean of 4. The difference is 2: the attacker subtracts 2, the defender adds 2. 8.6- Test of retreat At the end of a round of combat, as soon as a force incurs at least 20% casualties with regard to his initial strength (not modified and without artillery), it has to test morale. The player throws 1d6 and must throw equal or less than the average tactical value. For this test only, the result is modified by the tactical bonus of a leader in the box. If the test is failed, the force must retreat one box, free of enemy units, via a traversable connection, and not via the route the attacker took. If there is no free box, the force remains in position and is marked with an 'encircled' marker. Retreat is possible into a box with only enemy cavalry, but the force losses one step (from the unit of the player's choice). A force or unit encircled suffers a negitive modifier in combat whilst the marker is present. An encircled force removes its marker at the moment in which it could make a movement of Retreat or when it could leave the box. 8.7- Retreat after combat At the end of the battle (after a number of rounds from the tactical choice), a defender chosing the tactic Retreat in order or Fold must move back, even though his adversary failed a morale check and must move back. If none of the players are not obliged to retreat, they could voluntarily do so: if the two players wish to move back their force, the one possessing, in order, the best leader rating or the best value tactics mean, could choose to retreat first or second. The choice of moving back or not is decided simultaneously by presenting one of it's Retreat marker. [not sure of the intent - I think if the ratings are the same, players secretly choose a retreat chit. 8.8- Winner and loser If the choice of moving back is a tactical [i.e. voluntary] choice, it is a minor victory for the one that didn't retreat. If the Retreat is obtained following a failed test and that the strength that retreated is lower [or equal to] than 20 troop points (infantry + cavalry), it is a minor victory. If the strength that moves back is greater than 20 troop points, it is a major victory. If both two forces move back (voluntarily or not), neither camp scores. 9 - Game options 9.1 Arrival of Stuart At the start of the game, the Southern player choices an option for Stuart. Option 2 is the (default) historical option. 1. Lee does not send Stuart on jis raid into the rear of the army of the Potomac: in that case, Stuart and his 3 brigades are in play at the start of each scenario. 2. Stuart goes on his raid and returns seperately from Lee. In that case, at the end of turn 3, the SOuthern player throws one dice: on a result of 5 or 6, Stuart enters the game Add 1 for additional each turn. When Stuart appears, the Southern player determines, with 1d6, the placement box. 1-2: Z1, 3-4: Z2, 5-6: Z3. If the box is occuppied by Northern units, Stuart is placed in the box to the east of it. The player could decide to place Stuart more to the east, in this case, his entry is retarded by one turn and he is placed in O. If the three boxes Z1: Z2 and Z3 are occuppied by Northern units, Stuart enters in O with a one turn delay. For each turn, after turn 3, in which Stuart is not on the board, the Southerner gains 1 point of victory. 9.2- Provision of munition (optional rule) In order to be able to fight a battle with a total efficiency, the troops must be gotten fresh supplies of munition. To this end, the players arrange each one of five Wagon munition markers. The units incapable of tracing a valid LdC of 4 PM towards a unexhausted munition wagon undergoes the following penalties: - in attacks, they cannot select the option general Assault; - in defense, they cannot chose Hold. A munition wagon gives fresh supplies to all the units capable of tracing a LdC to it. At the end of each combat, the munition reserve may exhausted. After each combat with at least 8 combat points, the player throws one dice: - if the combat lasted 2 rounds, the wagon is flipped on a roll of 5 or 6, if the combat lasted one round, a 6 expends the wagon. An exhausted Southern wagon is removed from the game. The Northern player can resupply his wagons from depots at Harpers ferry. For this to happen, the wagon must trace a LdC of 4 PMs to the depot at the end of the turn. The munitions depot functions like a munitions wagon and all Northern units that can trace a LdC of 4 PMs is considered supplied. The depot is destroyed if Harpers ferry falls to the Confederates. If either a cavalry or infantry unit enters a box with a wagon alone, that wagon is captured and replaced witha friendly coloured wagon. 9.3 Solitaire play All the movement rules apply. Decoys and recon. are not used. At the start of the turn, throw for PCs as normal. On the other hand, as soon as an unit or a pile of units is active, a die is thrown, according to the type of units (infantry or cavalry) in the pile, for calculate the number of PM really available: the units that have a valid LdC with a leader (even though himself doesn't have of valid LdC with his general in chief) throws ld6- 1 for the infantry, the artillery, and the wagons of munition and ld6+ 2 for the cavalry. - the units with no LdC throw 1d6 -2 for infantry, artillery and wagons and 1d6 for cavalry. - leaders throw 1d6+2 of they have a LdC to their CinC, and 1d6 +1 if he does not. Each unit has at least 1 PMs. All the rules concerning the LdC remains valid. Scenarios Generalities The counter of reserve northern artillery (Tyler) must always be stacked with an unit of infantry. The decoys, the forces (and the munition wagons) are placed by each player in secret at the start of play, with friendly units. A locality is controlled as soon as an unit or a pile of units of at least 4 troop points spend 2 PM in the box. Control markers can indicate controlled locations. On the map, the flags indicate the objectives for each side. Scenario 1: 28 June to July 7 This scenario begins on turn 4 and finishes at the end of turn 8. Placement of the southern units Lee, Longstreet, Hood, Mc Laws, Pickett : Chambersburg (A) Ewell, Johnson, Rodes : Carlisle (B) Early : York (C) Hill, Anderson, Heth, Pender : Fayetteville (D) Jenkins : Mechanicsburg (E) Stuart's cavalry corps: (Z3) or historical option (see 9.1.2) Jones, Robertson : Greencastle (G) Imboden : (H) Placement of the northern units Meade, Siddes, Sykes, Sedgwick, Tyler :Frederick (I) Hancock : Fredenck Junction (J) Reynolds, Howard : (K) Slocum : Knoxville (L) Pleasanton, Kilpatrick : (M) Buford : Boonsboro (N) Gregg: (Y1) Kelly : (P) entrenched Elliot : Harpers Ferry (R) entrenched Milices : Harrisburg (X) Victory Conditions. The southern player scores points of victory as soon as he controls the following localities: - Hamsburg : 3 points -Hanover, Littlestown, Taneytown : 1 point - Westminster : 2 points The southern player scores a point for every following destroyed train station (even though they are repaired subsequently): York Haven, Hanover Junction, Sykesville, Beacham's Station and two points for Frederick Junction. If the northern player destroys the Harrisburg bridge, the southern player gets two points If the southern player controls Gettysburg at the end of the game, he scores five points (it is necessary that the Gettysburg box has been placed under control previously and no northern unit is in it at the end of the game). Finally, for each three troop points destroyed from Northern units (losses only), score one point. [I think this means battle losses only - not stragglers] The northern player marks 1 point for the following cities that he controls: Sharpsburg. Williamsport and Hagerstown. For each two points of southern destroyed troop (losses solely) the northern player scores 1 point. Both players For each major won victory, a player scores 5 points. For each minor won victory, a player scores 1 point. At the end of the game, one takes the difference of the southern and northern total. If this difference is: - superior by 26 points: southern major victory: - between 16 and 26 points: southern minor victory: - between 10 and 15 points: undecided campaign: - less than 10 points: failure of the southern invasion (historical result ). Scenario 2: 22 June to 13 July . This scenario lasts 11 turns. Placement of Confederate units: At start of play Ewell, Jonhson, Early : Sharpsburg (U) Rodes : (T) Jenkins : (S) On the second turn Lee, Longstreet, Pickett, Mc Laws, Hood : place on (F) Hill, Pender, Anderson, Heth : placed on Shepherdstown M Stuart enters turn 2 at F or V (or a combination of the two), if the non historical option is chosen. On 4th turn: Imboden : placed on (H) Jones, Robertson : placed at Williamsport (W) Union placement: Elliot: Harpers Ferry (R) Kelly : (P) Milices : Hamsburg (X) The arrival on the map of the army of the Potomac (AoP) is random and in two wings.. On turn 1, the Northern player throws the die, if he gets 5 or 6, he places the first wing of the AoP on the map, and the following turn the second wing. Add 1 to the dice for each turn after the first until the AoP enters. When a wing enters it is placed in either Y1 or Y2 First wing:: Reynolds, Sickles, Howard, Kilpatrick. Second wing: Hooker, Pleasanton, Halcock, Sykes, Slocum, Sedgwick, Tyler, Buford, Gregg. Victory conditions: Southern player earns victory points for the following locations: -Greencastle. Waynesboro. Chambersburc Shippensburg. Newville, Carlisie. Mechanic burg, Littlestown. Taneytown : 1 point per location - Gettysburg : 2 points - York. Hanover, Westminster : 3 points - Harrisburg. Harpers Ferry : 4 points per location For each station destroyed: - York Haven. Hanover junction. Sykesville 1 point - Beacham-s Station. Frederick junction 2 points If the Harrisburg bridge is destroyed: 2 points For each three troop points killed: 1 point For the Northern player, the following cities - Sharpsburg, Williamsport. Hagerstown. Harpers Ferry : 1 point - Gettysburg, Westminster : 2 points For each 2 southern points lost: 1 point Both players Major victory: 5 points Minor victory: 1 point Subtract the totals (S-N) If the difference is: - > 30: major southern victory - between 20 and 30: minor southern victory - between 10 and 19 points: indecisive campaign - less than 10: southern invasion defeated