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ADVANCED GETTYSBURG

The following are a set of optional rules for Avalon Hill's Gettysburg '88
Strategy Game. All standard rules apply except where noted.

Limited Intelligence & Recon

Players may not examine opposing stacks of units unless that stack is in
the Zone of Control of a friendly unit. Generally this means the bottom unit
in a stack cannot be seen, however it also means that a leader counter may
also conceal part of the top most unit. Additionally, units beneath
breastwork markers are completely concealed. Leaders and REORG markers in the
same hex should be stacked such that the leader is totally beneath the REORG
marker; not side by side.
For purposes of this rule, "examine" means physically touching the
opposing units. Players may certainly look all they want; they just may not
touch.
Units may be moved adjacent to an enemy stack thereby placing those
enemy units in their ZOC, the owner may then examine the stack and then
(assuming the units have sufficient movement points remaining) move away in
the same turn.
Due to these limited intelligence rules the following procedures need to
be followed for using Double Range Artillery. After the attacker announces
all of his non-DRA Attacks, the defender must identify any of his artillery
units that will provide Defensive Double Range Artillery fire. He does not
have to identify all of his artillery units that COULD provide DRA support,
just the ones that he WILL use (if available). The defender cannot use an
artillery unit for DRA support that he does not pre-identify. After the
defender identifies his defensive artillery the attacker may declare any
offensive DRAA against those (or any other visible) artillery targets, hence
nullifying their use for DRAA.

Combat

Combat strengths of the attacker and defender units are calculated and
modified the same as in the standard rules, and there is still the limitation
that either all of the attackers or all of the defenders must be in one hex
(exclusive of Defensive Double Range Artillery support). However, the
limitation on the total modifiers not being more than 10 is eliminated.
Instead the maximum number of combat factors that may be applied in attack,
through any 1 hexside is 8 (exclusive of modifiers). The defender has no
combat modifier limit (e.g. combat strength, terrain modifiers).
Battles are resolved per the standard rules with the exception that if
the Combat Number difference is zero both sides must suffer casualties as if
the Combat Number difference was equal to his opponent's die roll. For
example; if 8 Confederate combat strength points are fighting 6 Union strength
points, and the die rolls are 3 and 5 respectively (i.e. final strength is 11
each), then the Confederate is assumed to have lost by a difference of 5 and
the Union is considered to have lost by a difference of 3. The attacker must
take his losses first.
Any attack launched from more than 1 hex risks being an uncoordinated
attack, unless all attacking units are stacked with a leader capable of
providing command to those units. Any attack that risks being uncoordinated
is resolved normally, except that if the attacker's die roll is less than the
defender's die roll, the attacker's basic combat strength (excluding
modifiers) is halved. The leaders used to prevent an attack from being
uncoordinated only have to be capable of providing command to the units in
their hex (not necessarily all units involved in the combat).
These new combat rules do not apply to Double Range Artillery Attacks,
however Defensive Double Range Artillery support does count toward a
defender's total combat strength. Units providing Defensive Double Range
Artillery fire are never effected by the combat results.
Artillery engaged in Double Range Artillery attacks (but not Defensive
Double Range Artillery used for support) may use their hill terrain modifier.
All terrain modifiers apply for artillery defending against Double Range
Artillery fire.

Leader Casualties

In addition to the standard rules for leader elimination; if a general


units is stacked with friendly units that suffer retreat or step losses as a
result of combat (including Double Range Artillery attacks), the owning player
rolls a die to determine if that general becomes a casualty. A die roll
result of "1" or less means that the leader is eliminated. For each step lost
by the friendly units involved in the combat, subtract 1 from the die roll.
Each leader that applied his combat modifier or used his command capabilities
(e.g. to stack units) in a given combat action, is subject to this casualty
rule.

Supply

Any unit unable to trace a Line of Supply (LOS) at the end of their
movement of a night turn, must take a 1 step loss (prior to combat). A LOS is
defined as a path of hexes, of any length, free of enemy units and enemy ZOCs
(unless occupied by friendly combat units) to a supply hex.

Supply Hexes:

Confederate: S1, U7, U10


Union: A8, A1, I11

Enemy combat units (i.e. not leaders) in a friendly supply hex prevent that
hex from being a supply hex, but only for as long as it is occupied by enemy
combat units.

Variable Unit Arrival

Units may arrive up to 2 turns earlier than scheduled if the owning


player so elects and rolls a "1" on the die at the beginning of the early
arrival game turn. Units may arrive 1 turn early if the owner rolls a 1, 2,
or 3 on the die. Each unit being attempted for early arrival must be rolled
for separately, or the owner may make a group roll for any number of units
(provided all units using the same die roll have the same arrival schedule).
If an owner attempted to bring a unit on early, but failed, then on that
unit's scheduled arrival turn, the owner must roll a 1-7 in order for the unit
to arrive on that turn. Units that fail to arrive on their scheduled turn are
eligible for arrival on any turn after that.

Breastworks

Units that do not move or initiate combat (including DRAA) during their
turn may construct breastworks in their hex. Breastworks may not be
constructed in enemy ZOC hexes. Only one unit per hex is needed to construct
breastworks, but all units in the hex may benefit and occupy it including
units that move into that hex during the turn of construction. To construct
the breastwork simply place a breastwork counter on the unit(s) being covered.
Breastwork markers may be placed on top of the units in that hex. All units
in that hex are considered within the breastworks. Only one breastworks
marker per hex is permitted. A breastworks marker must be oriented within
it's hex such that it points to two "front" hexes. Once aligned, a breastwork
marker may not be re-aligned, however the old breastwork may be dismantled and
a new one constructed in its place. (This essentially involves a unit
qualifying to build a new breastwork in that hex for one turn).
Units under a breastwork marker receive a +1 combat modifier for defense
only if all the attackers are in the breastwork's front hexes (i.e. the two
hexes pointed to by the breastwork counter). Units beneath a breastwork
counter are exempt from the requirement to attack if in the ZOC of an enemy
unit, however if any unit in the breastwork hex does participate in an attack,
this exemption on the other units is lifted (i.e. they must attack). The
exemption is not lifted due to artillery in the breastwork hex attacking using
DRAA. Artillery units engaged in DRAA may receive the benefit of their
breastworks whether attacking or defending, however not for Defensive Double
Range Artillery (i.e. in support of other units).
Breastworks are removed under the following conditions:
1. No friendly unit occupies the hex at the end of movement, OR
2. The occupants are forced to retreat from that hex as a result of
combat, OR
3. The occupants of that hex conduct an attack, (excluding Double Range
Artillery Attacks), OR
4. At the owning players discretion during his turn.

Miscellaneous

For the Intermediate Level Reorganization Rules, a leader does not have
to be stacked with the reorganizing unit for the entire reorganization
process; only at the beginning of the turn that it makes its reorganization
die roll.

Leader Modifiers do not apply to Reorganization die rolls, nor to Double


Range Artillery Attacks.

The "Town of Gettysburg" modifier (for the attacker) does not apply to
Double Range Artillery Attacks.

The defensive bonus given to artillery (when attacked without opposing


artillery support) is in addition to any other applicable terrain modifiers.

EXPERIMENTAL RULES

The following rules should be considered even more optional than the preceding
ones in this article.

Facing

Infantry and artillery units have "facing"; that is, a specific


direction in which they may apply their influence. Cavalry and leader units
do not have facing, they may apply their influence in any and all directions
simultaneously. The long top edge of an infantry and artillery unit's counter
is considered its "face". The unit must always be oriented within its hex
such that the face of the unit is pointing to 2 adjacent hexes (i.e. pointing
to a hex corner). This will put the narrow ends of the counter pointing to
individual and opposite hexes. All infantry and artillery units in the same
hex must have the same facing.
Example: an infantry unit in hex F5 (Devil's Den) is facing southwest
such that its face is pointing towards hexes E4 and F4. The narrow ends of
the counter are pointing towards G5 and E6.
The two hexes faced by a unit represent that unit's Zone of Control
(ZOC). Only the definition of infantry and artillery unit's ZOC is changed by
this rule; all other applicable ZOC rules still apply. Units may only attack
enemy units that are in their ZOC. Units do not necessarily have to be in the
defending unit's ZOC to be able to attack, however all defending units that
have attackers in their ZOC must still be attacked. Enemy units in the ZOC of
friendly units do not have to be attacked if there are no friendly units in
that enemy unit's ZOC. Each attacking unit that is not in the ZOC of ANY
enemy unit(at the instant of their combat) gets a +2 combat modifier. If at
the start of combat the attacker finds one of his units in the ZOC of an enemy
unit that is not being attacked, that attacking unit must retreat 1 hex before
any combat is resolved. This may result in a chain reaction attacker retreat.
Double Range Artillery Attacks may be used to meet the ZOC attack requirement
(i.e. by attacking an otherwise unattacked enemy unit that is exerting its ZOC
against another friendly unit).
A unit may freely change its facing when it initially enters a hex
during movement (exception: road movement - see below), and by the owner after
combat retreat or occupation of an enemy's hex. Once facing within a hex is
initially established, any additional change in facing within that hex costs 1
movement point, which may be expended even if in an enemy's ZOC.
A unit using the road bonus to enter a hex (including crossing a stream
without penalty) must be oriented within the entry hex such that one of its
narrow ends points to the hex just exited (i.e. containing the connected
road). The unit may only be re-oriented within that hex by expending an
additional movement point either in that hex, or by entering another hex
without using the road bonus.
Artillery units may only use Double Range Artillery Attack or Defense
against target hexes that are adjacent to at least one of their ZOC hexes and
2 hexes away (assuming all other criteria are fulfilled).

Combat

To account for the unequal casualty levels to the Confederate for equal
amounts of battle damage (e.g. a CND of 3 produces 1000-2000 of Union
casualties, but 2000-3000 Confederate casualties) use the following results
whenever the Confederates lose a battle:

Combat Number Difference Result


1-3 retreat (see previous rule for CND = 0)
4-6 1 step loss + retreat
7+ 2 step losses + retreat

Additionally for the Confederates, any reorganization die roll attempts


(using the Intermediate Level rules) have their success die roll range
increased by 1. (e.g. day time reorg success = 1 - 3).

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