"CEMETERY HILL" EXPLAINED - IT WORKS!! 

by Mark Saha

Like most everyone when BLUE & GRAY I first appeared, I was delighted
with the set but dismissed CEMETERY HILL as an unplayable dog. 

Clearly designer Curren labored under unusually severe limitations.
Easily the largest battle in the series, he was nonetheless held to the
100 unit limit, making brigade level impossible. Yet his designer's
notes clearly indicate a sincere belief that he had come up with
something. How in the world could he have been playing this game to
think that? 

Gradually, hints began to leak to those who followed SPI gossip.. 

I. "ATTACK EFFECTIVENESS" RULE 

First was Richard Berg, who let it slip in an interview that "Attack
Effectiveness" had actually been intended as a Standard Game Rule.
Designers of individual titles could eliminate it if they wished in
their Special Rules folders. 

An amazing combination of economic and legal problems then forced SPI to
make the rule "Optional": 

Legally, they could not sell the game through the US mail unless it was
"complete" (which is why they had to include a die). Economically, they
could not afford to backprint counters for "Attack Effectiveness".
Changing the rule to "Optional" made the game legally complete. 

Somehow while working through that problem, due to lack of communication
individual designers never got the word to state in Special Rules
whether or not "attack effectiveness" was required. 

RICHARD BERG ON THE RECORD: 

(1) These games must NOT use "Attack Effectiveness":

Cemetery Hill
Fredericksburg
Hooker & Lee

(2) These games MUST use "Attack Effectiveness"

Shiloh
Antietem 

Chickamauga (Without attack effectiveness to discourage them, CSA can
"bury" Union with repeated low odds attacks against key defensive
terrain.) 

(3) These games = OPTIONAL Attack Effectiveness 

Chattanooga = But I suggest NO - its use makes Union capture of Lookout
Mountain very uncertain. 

Battle of Wilderness = at players option
Road to Richmond = I strongly suggest no 


II. SPECIAL TACTICS FOR LARGE UNITS IN BLUE & GRAY GAMES 

Mike Curren, relative of designer Ed Curren, in MOVES #23 (Oct 1975,
"Blue & Gray Profile") then revealed the other key secret to CEMETERY
HILL: 

(1) Without Attack Effectiveness rule, players need not fear low odds
attacks. 

(2) When attacking with large units, ALWAYS reduce the odds to 2-1 to
avoid EXCHANGE results (per "Voluntary Reduction of Combat Odds rule).
And NEVER risk "AE" by attacking at less than 1-1. 

(3) Obviously some low odds attacks will fail - but your large units
will simply retreat intact. 

(4) When an attack succeeds, "advance after combat" will force defender
to counterattack your large unit at poor odds. This can be catastrophic
to defender if pushed from doubled or tripled terrain and you advance
into it. 

(5) STACKING is seldom necessary to achieve low odds attacks, and should
be avoided as much as possible. 

Better to attack unstacked from several adjacent hexes; "advance after
combat" by a stacked unit leaves the remaining unit behind your front
where it contributes nothing to defense.

Playing above tactics, more losses may be inflicted on Union by forced
USA counterattacks than actual CSA attacks. 

III. EXAMPLE OF CSA OPENING TURN COMBATS:

[Beware of typos -- if something is garbled here, hopefully you'll still
get the idea and can figure it out]

CSA TURN-ONE COMBATS:

(1) vs USA 3/IX (9-6) at 1306:

2Early (11-6) at 1304 > 1405 (via 1404)

Attack = 1-1 (US retreat will be blocked per next below)

(2) vs US 1/IX (9-6) at 1107

1Early (11-6) at 1606 > 1207
2Rhodes (10-6) at 1105 > 1106

attack = 2-1 (US surrounded)


(3) vs US 1/1 (11-6) at 0907

1Rhodes (14-6) at 0905 > 1006
Pender (12-6) @ 0605 > 0806

Attack = 1-1 


(4) US 2/I (11-6) at 0708

2Heth (9-6) at 0508 > 0608
2Pender (10-6) 0506 > 0707
Pegram arty (4-6) fires from 0507
Attack = 1-1


(5) vs US 1/1 CAV (4-6) at 0412

Heth (10-6) at 0410 > 0411
Attack = 2-1

NOTE: This combat attempts to eliminate a USA cav unit and open the
Seminary Ridge gap at 0715. 

(6) Unused CSA Brown arty at 0904 should probably move west as no other
CSA arty can reach this area soon. 

ALTERNATE OPENING COMBATS: 

Notice in above assaults if combat #2 fails, 1 Early could easily be
lost in a Union counterattack -- especially if CSA Combat #1 also fails.

A safer but less ambitious alternative to the above:

(1) make combat #1 vs 3/IX (1306) 3-1 odds surrounded:

2Early at 1405
1Early at 1406
2Rhodes at 1206 -- lose 2Rhodes if Exchange

(2) vs US 1/IX at 1107
Move up Brown 4-6 and soak-off this unit via arty alone.

Other combats are same.

COMMENTS ON OPENING COMBATS:

Obviously, CSA is unlikely to win all low odds attacks, and there will
be turns when he wins none. 

Should you win all, the CSA offensive will have a nice jump start. 

If you win none, expect a longer, tougher game -- but it's early and you
are still very much in control. 

IV. ESSENTIAL CSA MOVE: FORCE SEMINARY RIDGE EARLY! 

This isn't a rule but if the CSA Player is to have any chance of
winning. 

Despite lack of roads in the area, CSA MUST divert significant
reinforcements southwest through the Seminary Ridge gap at 0715 or
across the ridge itself (0714-0909) 

This force must compel USA reinforcements to fall back and defend
Cemetery Ridge (0920-1516). 

If CSA fails to make this maneuver, all USA arrivals will push north to
Gettysburg and present the northern CSA attackers with serious
difficulties. 

This task is made much easier if CSA wins combat #4 at hex 0708. The US
unit at 0610 is then likely to fall back to 0909 or 0910. 

But regardless of difficulties, the CSA must divert a significant force
south . 

V. "CEMETERY HILL" CAVALRY RULES

The primary mission of cavalry in the Civil War was reconnaissance, plus
raids on enemy supply in the rear. 

Cavalry was not intended to participate in major infantry battles,
though in critical situations they did so (dismounted as infantry) and
indeed did so at Gettysburg. 

Cavalry rules force players to respect the above perspective. 

The large Union army had a significant logistical tail which had to be
protected. Fortunately for them, Lee's cavalry had gotten "lost" for
several days, which resulted in Lee blundering into the Union army at
Gettysburg. 

But Lee's cavalry eventually arrives, and if given a chance will inflict
devastating raids on the Union rear - which can be reached by exiting
the map from south (xx27) or more likely east (21xx) edges. 

If CSA exits more cav off these edges than Union, CSA receives 5 VPs per
turn per excess cav unit. 

At start of game USA has 7 cav and CSA has 5, so CSA would have to
eliminate 3 USA cav while losing none to gain minimum of 5 VPs per turn.

CSA has a free shot at Union cavs at 0412 (which I suggest taking) and
1608 (which I usually pass up for a more aggressive opening). 

HOW PLAYERS SHOULD INTERPRET CAVALRY RULES 

I wouldn't over emphasize this as a "game winning" strategy. The last of
CSA's cav enters 0104 on Turn 9 and if unopposed can exit east edge Turn
12. If 3 Union Cavs were eliminated, CSA would then collect 5 points for
turns 12-15 which = 20 points. 

The PURPOSE of this rule is to force players to be a little honest (and
historically realistic) about cavalry use - don't blow them off on
Exchanges or soak-offs. 

CSA especially should keep his cavalry intact while looking for
opportunity to eliminate Union's. If nothing else, this forces Union to
withhold its cav from action despite critical need. 

On opening turns Union is pretty much forced to keep 2/1 cav at 1608 in
play for flank protection. They can afford to lose 3, but no more unless
CSA has also lost some. 

IMPORTANT NOTE: 

Decision Games Blue & Gray Standard Rules has new optional rules 11.0,
including cavalry rules. 

These seem intended for their BULL RUN game. 

Do NOT use these rules in the original SPI games as they affect play
balance. Especially in CEMETERY HILL where they make the original
cavalry rules (above) irrelevant. 


VI. KEY RULES AND ERRATA CHECK -- PER GAME EDITION 

My CEMETERY HILL experience is mostly with the original SPI edition.
Perversely, I currently own only the Decision games edition, so its not
entirely clear to me how different they are. But will point out:

(1) ATTACK EFFECTIVENESS

Decision Games edition has back-printed "Cemetery Hill" counters for
Attack Effectiveness rule. THIS IS A MISTAKE. 

DO NOT USE THAT RULE IN "CEMETERY HILL" - EVER!!


(2) DAY FOR NIGHT?

Decision Games' Turn Track shows Game-Turn 3 as Day. 

It should be NIGHT as in SPI edition -- players should restore that. 

Otherwise, I suspect CSA will be seriously tempted to commit all
reinforcements to initial push from north to south, resulting in a
distorted ahistorical simulation that does not resemble the actual
battle. For the USA, that night turn is a welcome brief respite from the
CSA opening assault.

So to play original game: Turn 3 = Night.

IMPORTANT NOTE: 

The Decision Games edition of CEMETERY HILL has worst of both worlds for
CSA Player: 

They use "Attack Effectiveness" rule AND Turn 3 is Day. This means if
CSA's first turn or two of attacks are repulsed, a significant portion
of CSA army will be ineffective until Turn 9 -- while USA reinforcements
pour onto the map!! 

If you've ever suspected this game favors Union but couldn't put your
finger on why, now you know... 

(3) [u]WHO MOVES FIRST?[/u]

Many Players overlook this but....  The Union Player is actually First Player, but
his Player-Turn is omitted on Game-Turn One.  Effect of this is CSA has both the
first Player-Turn of the game and also the last.

(4) ADVANCE/RETREAT CLARIFICATIONS: 

[A] Players should be aware (per 8.6) that no matter how many units
participate in a combat, only ONE PARTICIPATING UNIT of the winning side
may advance into a vacated hex. 

[B] This situation is not covered in the rule but... 

Per 8.42 if attacker has 2 units stacked in hex adjacent to enemy, at
least one must attack but the other may do nothing. What happens if
result is "AR"? My memory of "standard SPI philosophy" is that all units
stacked with a unit suffering an adverse combat result suffer the same
result -- retreat, elimination, or EX if needed to fulfill the exchange.

(5) ARTY SOAK-OFF

I don't recall the SPI game rule on this but. 

Decision Games edition says arty soak-off cannot be made at less than
1-3 odds, and seems to say defender keeps terrain benefit. By this rule,
CSA 4-6 arty could not soak-off 11-6 Union unit at 0907, which is
doubled by ridge to a "22-6".

Players with SPI rules may wish to check this.

(6) STREAMS

Correct in both games. CEMETERY HILL special rule says units can cross
stream anywhere at cost of +1 MP. 

VII. HOW "CEMETERY HILL" PLAYS AS A SIMULATION 

Obviously, the "large unit tactics" here do not remotely simulate Civil
War tactics -- but it's hard to expect that in a divisional level game. 

Operationally and strategically, I find this is one of the better
simulations of what happened at Gettysburg, and one of the better games
in the B&G series. 

Per Weigley's "The American Way Of War": 

Prior to the American Civil War, most all western military thinkers were
under the spell of Napoleon's spectacular victory at Austerlitz, where
he shattered the combined Austrian and Russian Armies in a single
climactic battle. 

For Napoleon, the purpose of a campaign was to bring about such a
climactic decision that effectively ended a war. 

His admirers continued to believe that. Says Weigly: 

"The mystique of the battle - the idea that the battle was the natural
object and climax of any military campaign - was so pervasive and
powerful in the military world of the post-Napoleonic era that all the
Federal commanders in the East between McClellen and Meade - Pope,
Burnside, Hooker - were incapable of perceiving any strategic design
beyond either the capture of Richmond or the grand battle in which they
hoped to win their Austerlitz victory over Lee. So much did these
generals regard "the battle" as synonymous with "the campaign" and even
"the war", that when they lost a battle they never knew what to do next
and withdrew into paralysis until their replacement came along. It is
difficult to believe they would have demonstrated a much clearer notion
of what to do next had they ever been fortunate enough to win their
battles." 

Despite that pervasive viewpoint, at least two major changes had come
about since Napoleon. Railroads made possible assembly and campaigning
with far larger armies than could previously have been sustained in the
field. And the rifled musket came into general use, dramatically
changing what had been possible in Napoleon's time. 

Grant was one of the few thinkers who grasped the significance of this.
He felt two large modern armies were no longer capable of defeating or
destroying one another. When they met, they would exchange hideous
casualties until both lay exhausted in the field, staring helplessly at
one another. 

The Civil War bore this out, first at Antietem and the following year at
Gettysburg. 

And so it is with both those quad battles. No matter who "wins", both
armies are still on the field at game's end. 

SIMULATING GETTYSBURG 

Gettysburg, like France 1940, is difficult to simulate because of unique
circumstances. 

At Gettysburg, the CSA arrived first and could have seized the high
ground had they not dallied. 

Give historical reinforcements a CSA player can and will push through
the town onto Cemetery Hill on the first day. Subsequent game turns then
play ahistorically with the CSA driving down from the north. 

CEMETERY HILL (SPI edition with Turn 3 as Night) prevents this by
starting too late in the first day for CSA to do more than reach
Gettysburg at best. 

This breathing space for USA arrivals compels the CSA to send forces
south across Seminary Ridge to create a flank threat to check USA's
south map arrivals. The front then tends to take it's historical "fish
hook" appearance, running from Wolf's Hill to Culp's to Cemetary Hill,
then south along Cemetery Ridge toward the Round Tops. 

Players should expect an extremely hard fought game that goes to the
last turn. And as happened historically, regardless of who wins on
points, both armies will still be intact on the field at the end.


VIII. BOTTOM LINE: 

Truthfully, tactical detail is missing here, and you'll have to look
elsewhere for that. 

But here is a 2-player "Gettysburg" that equally challenges both
players, can be completed in a sitting, and almost always arrives at an
historically plausible conclusion.