SUMMATION OF MAJOR RULES FOR GETTYSBURG …



INTELLIGENCE COLLABORATION EXERCISE COURSE

RULES FOR GETTYSBURG “WHAT IF”SIMULATION

GENERAL GUIDANCE FOR STUDENTS: This “what if ”simulation is designed to introduce the factors of limited intelligence, “fog of war”, and “friction” to the students in this wargame of Gettysburg that allows you to change the overall operational strategy and tactics for either side. Below is an introduction to the general rules. The complete simulation will be held on _________ at ________________. PLEASE BRING A COPY OF THIS RULES BRIEFING WITH YOU FOR EASY REFERENCE.

THE MAP: Your map is an historical representation of the Gettysburg battlefield, with a 12 X 12 grid superimposed on the battlefield to allow movement of your units. All grid lines have numbers in both the lines and the corners to represent the “cost” in movement points to move across a line, or to go “diagonally”. Note that movement along roads costs only one movement point per square, while movement cross-country will cost more. When calculating the movement path for your units and how far they can go, use the numbered grid lines, and NOT the actual map features. All reinforcements are assumed to expend one movement point when they initially enter the map.

GAME TURNS: Each game turn represents one hour of “real time” on the battlefield. The entire game comprises 41 turns, covering the three days of the battle of Gettysburg. (The game has never gone that long in the actual simulation, so do not worry about slogging through a 41 turn game) There will be a three-hour time limit imposed on our simulation, so it will last from 1300-1600, at which time the game will be adjudicated based on the number of “victory points” each side has scored.

UNITS: All units in this game are division size. Units may “stack” up to three per square. Headquarters units do not count against the stacking limit.

STAFF ORGANIZATION: Each side will be comprised of at least 10 staff members, the most senior of whom (or one selected collectively by the side) will become the Army Commander (General Lee or General Meade). The Army Commander is responsible for:

1) Organizing the command so that all combat units have a designated staff member as its leader. (This is important for deciding who comes forward in any later tactical combat)

2) Designating one staff member as an “observer” of the master game map; this person provides updated information to his/her own side as it is revealed on the master map by the referee. (This observer may also have command of combat units, at the Army Commander’s discretion)

3) Designating one person as the “courier” responsible for delivering all movement and combat orders to the referee during the orders phase of every turn. (The courier may also have command of combat units, at the Army Commander’s discretion)

4) Drawing up the “Order of March” for your army’s units that determines down what roads they will march, and in what order.

5) Designating any additional staff functions as deemed necessary.

TURN PHASES: Each game turn is divided into the following “phases”:

REINFORCEMENT PHASE: The referee (Dr. Lockwood) places the new reinforcements due to each side on their entry squares at the edge of the map. All reinforcements automatically expend one movement point when they first enter the map.

ORDERS PHASE: At the signal from the referee, each side will have three minutes to write down their movement and attack orders and turn them in to the referee. The side that turns in its orders first will move first that turn, so the game system rewards more efficient staff work. If you fail to turn in your orders within the three minute limit, your side will suffer “command and control paralysis” and not be allowed to move. IMPORTANT: IF THE CONTROLLER/REFEREE CANNOT READ YOUR WRITING, HE/SHE WILL INTERPRET WHAT IT SAYS (FOG OF WAR).

MOVEMENT PHASE: Movement orders in this game use the grid system numbers. For example, to move units from Gettysburg in square H4 to Cemetery Hill in Square H6, you would simply write H4-H6, and that would move all units from H4 to H6. If you wish to move just one unit from a square that has two or three units in it, you must specify which unit you want moved. The referee will move all units of both sides in accordance with your written orders IN THE ORDER IN WHICH THEY ARE RECEIVED.

ATTACK PHASE: Attack orders work in a similar fashion. If you wish to “attack” a given square, you must move units “into” the same square you want your units to attack. Artillery units do not have to move into the square that you wish attacked, but instead may “stand off” one square and fire into the square you want to attack. Attacks take place as follows:

1. The referee determines that combat is taking place, and who is the attacker or the defender (especially important if both forces are moving and they meet during movement)

2. The commanders of the units of both sides (previously designated by the Army Commander during preparation) come forward to the referee’s table.

3. The referee explains the tactical situation to both commanders (to include die roll modifiers) and gives them 30 seconds to select their tactic for the battle.

4. Both commanders select the tactic he/she believes is best suited for the battle situation and hands it to the referee.

5. The referee announces the choice of tactics and determines if one side or the other has a tactical advantage as a result.

6. The referee then looks up the appropriate table, describes the range of possible results based on the die roll, then rolls the die for both sides to see at once (usually on the floor).

7. The result of the die roll is enforced by the referee, who then asks the victorious commander about any advance after combat (if applicable).

8. The succeeding combats are resolved in this manner until all are resolved, then the turn is over.

ARTILLERY BOMBARDMENT: If either side is capable of conducting an artillery bombardment on an enemy square, they will be so informed by the referee. Because Civil War artillery was notoriously inaccurate, it usually takes a lot of artillery to achieve any decisive results.

BATTLE TACTICS: When you are involved in a tactical combat, you have up to six tactics to choose from, whether you are the attacker or the defender (see separate matrix chart). If you are the attacker, you have the following six tactics:

1 Cautious Advance – Precisely what its name implies, this is a low risk probing advance that can break off before becoming decisively engaged.

2. Linear Attack – A standard walking advance “on line” toward the enemy.

3. All Out Attack – Fix bayonets and CHARGE!

4. Rapid Deployment Attack – An attack “from the march” from column into a line attack.

5. Attack Supported by Artillery – THIS TACTIC CAN BE CHOSEN ONLY IF YOU HAVE ARTILLERY AVAILABLE. This attack is a linear attack, except you have artillery fire engaging the enemy at the same time.

6. Attack Preceded by Artillery - THIS TACTIC CAN BE CHOSEN ONLY IF YOU HAVE ARTILLERY AVAILABLE. This attack is preceded by an artillery bombardment, followed up with a linear attack.

The following six tactics are available to the defender:

1. Linear Defense – You are dug into foxholes and other barriers along an extended front.

2. Delay – Precisely what its name implies, this is a “fighting withdrawal” designed to slow down the enemy advance without becoming decisively engaged.

3. Withdrawal – You are attempting to break off combat and not become engaged.

4. Aggressive Defense – Hold your position at all costs (Stay or Die)

5. Counterattack – Fix bayonets and CHARGE!

6. Central Position – This is a perimeter type defense, most useful when you expect to be attacked from more than one direction.

RECONNAISSANCE PHASE: The referee then announces what each side now “sees” on the battlefield, and the turn marker goes to the next game turn. When announcing the sighting of enemy or unknown units, the grid sector will be called out first, then the contents of the grid square. This is to alert each side’s mapkeepers where to look on their own maps.

UNIT TYPES: There are five unit types in this Gettysburg simulation, listed below:

INFANTRY: Your basic foot soldier. Each infantry unit may move up to five movement points each “game turn”.

CAVALRY: Your mounted reconnaissance troops. All cavalry units may move up to eight movement points per turn.

ARTILLERY: Your sole source of major firepower in this simulation. All artillery units may move up to five movement points per game turn. Artillery units may also “fire” their combat value up to a range of one square in any direction, adding their combat power to the attack or defense of any given square within range.

HORSE ARTILLERY: Combines the advantages of artillery and cavalry, and can move up to eight squares per game turn.

HEADQUARTERS: Each side has one headquarters unit, representing General Lee (Confederates) or General Meade (Union). The headquarters unit may NEVER be stacked alone, but must always be accompanied by a combat unit. Headquarters may move up to eight movement points per game turn. They also have the ability to “boost morale” for all friendly units within a one square radius by adding “one” to any die roll of troops that are being attacked (high die rolls are good for the defender in this game), and subtracting one from any die roll for their troops that are attacking. (Low die rolls favor the attacker)

VICTORY CONDITIONS: (HOW TO WIN):

Victory in this Gettysburg simulation is determined by which side has more “victory points”. Victory points are scored in the following manner:

TERRAIN POINTS: There are 23 points worth of terrain objectives in this game. Most of them are designated by the triangles. Gettysburg is worth two victory points. You gain victory points for terrain by having either occupied the terrain or having it “behind your line” by the end of the game, if neither side has occupied it.

COMBAT POINTS: Each unit is worth a certain number of combat points. This number represents both its “combat power” and the number of victory points scored by the other side if it is destroyed in combat.

HEADQUARTERS POINTS: If the Confederate Army captures or destroys General Meade’s headquarters unit, the Confederates score 10 victory points. If the Union Army captures or destroys Lee’s headquarters unit, the Union scores 50 victory points.

EXITING THE MAP TOWARDS WASHINGTON DC: ONLY THE CONFEDERATES MAY SCORE POINTS BY EXITING THE MAP! If the Confederates exit any units off the map on either the Baltimore Turnpike or Taneytown Road, the Confederates score DOUBLE victory points equal to the combat power of the units exited off the map. If the Confederates exit 10 points worth of units, they score 20 victory points. In addition, the Union Army is penalized by having to remove units equal to the combat power of the Confederate units that exited the map in order to defend Washington DC. NOTE: The Confederates do not score any points for exiting units off Emmittsburg Road.

LEVELS OF VICTORY: There are three levels of victory in this game, described below:

MARGINAL VICTORY: One side scores more victory points than the other side, but less than twice as many victory points. Most battles in the Civil War were either draws or marginal victories. Antietam was a marginal victory for the Union.

TACTICAL VICTORY: One side scores twice as many victory points as the other, but less than four times as many. Chancellorsville was a tactical victory for the Confederates.

STRATEGIC VICTORY: One side scores at least four times as many victory points as the other. A victory of this magnitude would lead to the rapid end of the Civil War for one side or the other. No victories in the Civil War were of this magnitude. (However, they have happened in this simulation!)

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