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The following are a set of optional rules for Avalon Hill's Gettysburg '88
Strategy Game. All standard rules apply except where noted.
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
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:
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.
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.
The "Town of Gettysburg" modifier (for the attacker) does not apply to
Double Range Artillery Attacks.
EXPERIMENTAL RULES
The following rules should be considered even more optional than the preceding
ones in this article.
Facing
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: