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Terrain Chart: Effects on Fire. Gradual Slopes do NOT block LOS; the rules book is correct on that situation.

Range Effects Chart: Note following Change to "B" (Breechloaders):

  • Max Range is '4'
  • Effect at 3 hexes is -1
  • Effect at 4 hexes is -2.

Adjustments to Fire: ADDITION

  • +1 if target is non-moving (non-phasing) mounted cavalry. (This is cumulative with the mounting DRM; and see clarification to 8.1.9, below.)
  • -1 if firing unit is mounted cavalry
  • -2 if firing unit is mounted cavalry as part of movement.

Counters: 1. The 14 VA, 16 VA, and 17 VA CSA Cav regiments should be in Jenkins' 4 Cav brigade, NOT the 3 Cav!!. 2. The 10 Mass regiment in the Union 2/2/I, should be the 12th Mass. 3. The 1 AK regiment in Robertson's brigade (Hood's division) should be 1 AR; they're from Arkansas, not Alaska. 4. Ignore the Supply Wagon for the 3/XII; there is no 3/XII division.

Master Reinforcement Chart:

  1. Union Corps-level artillery commanders arrive with the Corps Commander. CSA Arty Commander, Pendleton, arrives with Lee (and see 8.2.4, below.)
  2. Union. July 1, 1900. That should be the 3/3/I brigade.
  3. The Union 1 Reg/AR battery (and, of course, Ransom) arrives with the other Res batteries: 7/2, 0720

(4.3.3) ADDITION: Combat units at RE may build breastworks (Construction).

(4.3.5) ADDITION: An infantry brigade commander may "command" any one (1) field artillery battery within his range. A cavalry brigadier can do the same for one horse artillery battery. The batteries are at whatever efficiency the brigadier is at.

(4.7.2) CLARIFICATION: Brigades getting "Advance and Attack" are considered ME for that purpose.

(5.2.) CLARIFICATION. This section is correct about RE units able to move "adjacent"; 7.2.6 and the Movement Type Chart are not. Units using Full or Restricted Movement MAY move adjacent, but not into an enemy ZOC.

(6.3.1) ADDITION: The maximum number of mounted cavalry SPs that may fire out of any one hex is four (4).

(6.3.5) See the exception to this rule in 9.3.4, below.

[6.4.8] ADDITION: Optional (Experimental) Rule: Wrap-Around. (This is an exception to 6.4.3) When an Extended Line unit Shock attacks a single-hex enemy unit, and part of the Extended Line is not "in contact" with the enemy but, if it could move forward, would be, that half of the Extended unit MAY move forward, into the empty hex if it would place the defender in its ZOC, and that hex is not in the ZOC of another enemy unit.

Example: Map A. Defender in 3311 facing west; attacker in 3109-3110, extended, facing east. Attacker moves into 3210-3211 to Shock. The "3210" portion is not in contact with the defending unit but it may become so by moving the half that is in 3210 into 3310. The effects are as follows: 1. There is no -1 DRM for attacking Extended (and there will probably be a +3 for attacking through the Flank) 2. After the result of the Shock is applied the attacker is immediately Retracted (6.4.4). This would take place before any Continued Shock, etc.

If/when using this rule 6.4.3 is changed so that, when computing SP for Shock only consider the part(s) of an Extended Unit that have a defender in its ZOC as contributing points (in addition to the -1 for attacking Extended).

(7.2.3) CHANGE: When using the Fatigue rules, SM may be used to enter any hex, regardless of cost. EXCEPTION: Reinforcements arriving through Area #13 may maintain SM while crossing the Creek.

(7.2.5) CLARIFICATION: While all "moving" units from a brigade must use TacMove if one does, a regiment does not have to move at all; it can do other things while other units are using TacMove.

(7.2.7) CHANGE: Individual units may use Withdrawal while other units from that brigade use other movement types. However, one unit may not use TacMove if another is using Withdrawal, and vice versa.

(7.3.1) CORRECTION: 2nd bullet; ALL Corps Commanders may move with a Division LIM, etc.

(8.1.2, et al.) CLARIFICATION The Terrain adjustment for firing up/down certain slopes applies regardless of where the slope actually is; it doesn't have to be adjacent to either firing or target unit. (Firing at significant level changes affected "aim", whether this was up or down.)

(8.1.4) EXCEPTION. As an exception to b/1 -- Cease Movement Fire -- if an artillery unit stops movement and is going to fire with its remaining MPs, it is considered to have Ceased Movement for purposes of this rule.

(8.1.4) CLARIFICATION: Artillery '4'. This may occur only during an enemy activation phase … not, as someone suggested, during Initiative determination. (Nice try guys.)

(8.1.9 and 8.1.4) CLARIFICATION. The "-1 for moving Mounted cavalry" applies only to "b/1 and b/2" of 8.1.4, where the reaction is to movement.

(8.2.4) CHANGE: The CSA Arty Commander, Pendleton, actually does nothing. (He wasn't capable of doing much more than that, nor did he have the authority to exceed that inadequacy.) CSA players use their Reserve Arty commanders (e.g., Alexander, Pegram, etc.) to initiate Barrage. However, only one such commander may do so in any one turn, and he may do so only if stacked with Pendleton. (There, we gave him something to do … you also use Pendleton's Range for barrage, so he's not totally useless.) In addition, that Reserve commander may barrage only with batteries from his Corps. (CSA artillery was not well organized; coordination between corps was virtually nonexistent. Pendleton was supposed to effect this sort of thing, but he wasn't very good at it.)

(8.2.9) CHANGE: Guns using Rapid Fire are not auto Low/No. They do use the "0" and "10" "Ammo" results, tho. (See Change to 8.4.1, below.) However,

  • guns that moved (excluding changing facing) in a phase may not use Rapid Fire.
  • (Optional Addition) On an adjusted Fire CRT DR of '5', instead of the result being an Ammo depletion, roll the die. If even, it is an Ammo, as printed. If odd, the guns have Jammed. (Use the Abandoned Gun counters for this.) Jammed guns cannot fire. Jammed markers are removed (automatically) in the Replacement Phase.

(8.3.2) CHANGE; Treat Woods as being at one full level higher than the hex they're in.

(8.3.4) CORRECTION: Firing uphill? LOS is blocked if blocking item closer to Firing unit. Firing downhill? LOS blocked if blocking item closer to Target. Basic Premise: If it can see you, you can see it… regardless of what the rules say about relative position.

(8.4.1) IMPORTANT CHANGE: The "Ammo" results on the '0' and '10' adjusted DR apply only to infantry and cavalry, NOT to artillery.

(8.4.5) IMPORTANT CHANGE: 1 AAP will resupply all guns/counters stacked in any one hex. (We overcompensated for the CSA supply levels a bit.) However, CSA batteries may get ammo only from wagons within their Corps.

(8.5.8) CLARIFICATION: Each step of the procedure is undertaken by ALL units involved before proceeding to the next step.

(8.5.9) ADDITION: For each Continued Shock a unit undertakes, subtract one (-1) from the Shock DR. Thus, the 2nd continued shock (in succession) would be -2, etc.

(9.2.4) NOTE. "Collapsed" is, perhaps, not the best word; 'depleted' would have been better, as the units is still functioning, albeit at a lesser level.

(9.3.2.) CLARIFICATION. A unit disordered by fire while it is moving assumes the MA of its Disordered status for the remainder of that phase. Thus, an infantry unit (6MA) that has moved 1 MP, fired (2MP) and becomes Disordered by Return Fire, now has 2 MP left to use, as he now has an MA of '5', not '6'.

(9.3.3) ADDITION. Treat 2nd Disorders that result from Displacement or Reaction (5.1.6) as 2nd Disorder from Shock.

(9.3.3) EXCEPTION. If 2nd Disorder is from Terrain, and the Terrain is the Town of Gettysburg, the unit loses an SP.

(9.3.4.) ADDITION: Small-arms Fire Effects vs Artillery. When small-arms units fire against any hex containing enemy artillery, the following exceptions to the Combat Results are in effect:

  • ALL results to the artillery unit (except for No Effect), whether "d-2" or "4D", are treated by artillery as a "D".
  • If artillery is stacked and beneath infantry, if the protecting infantry unit (6.3.5) suffers any adverse effect (is Disrupted or looses an SP), add three (+3) to the required UDD checks for all sub-stacked artillery. See, also, the exception to 8.1.4 [b/1], above.

(9.4.2) CLARIFICATION: See 8.5.4 for movement methodology and facing.

(9.4.2) ADDITION: #7: If a unit retreats into a hex which carries a "dr" or "D", the retreating unit must either UDD (dr) or take the auto Disorder (D) as part of the retreat.

(9.4.2) ADDITION: #8: Artillery may not retreat into a hex which would normally cost it more than 2 MP's to enter.

(9.5.4.) ADDITION: Rout-retreating units are faced as directly away from the unit that caused the rout as possible. There is no cost in MP's to effect this facing change, or any facing changes during Rout. \ CLARIFICATION. This section is an exception to 6.1.1.

(9.6) CLARIFICATION. Units may advance after Fire only if adjacent to the unit at which they fired.

(9.7.1.) CLARIFICATION A brigadier can rally a unit with which he starts the turn stacked PLUS a unit to which he moves, within 7.3.2.

(10.31) ADDITION: Berdan's SS's have a Max Range of '6' hexes, with DRMs of -2 in the 5-7 column.

(10.4) CLARIFICATION. Warren moves when the Leader LIM is drawn and the player chooses to move Leaders.

(11.1) CLARIFICATION: Breastworks may be constructed by units at RE. (The LIM Reference Chart is incorrect.)

(14.0) RECOMMENDATION. We recommend that you do not use Fatigue for the Herr's Ridge and Little Round Top scenarios.

(14.2.2) CLARIFICATION. Movement for fatigue means any type of movement, including advance, retreat and Rout!! However, a brigade increases its Fatigue Level only once per turn for movement-induced Fatigue.

(14.2.4) CLARIFICATION: A brigade's Fatigue Level is increased at the END of its Activation, NOT during. The new level therefore applies the next time it "goes".

(14.2.5) CHANGE: A brigade may increase a maximum of two (2) Fatigue Levels during any one Turn.

[14.3] CORRECTION; Reaction Fire reference should be to excluding 8.1.4 b 1 and 2 (Cease and Leave)

(14.4) ADDITION. In order for enemy Fire to negate recovery it must be:

  • at a range of 3 or less hexes; or
  • if at a greater range, it effects a deleterious result.

(15.0) IN GENERAL: We left some of the artillery leaders out when listing deployments, etc. When an artillery battalion is mentioned by name (e.g., Cabell's battalion), that includes the leader counter. Sometimes -- usually with the Union -- artillery leaders come in when their entire Corps enters. Otherwise, when in doubt, place the leader eithe with any one of his batteries or with his Corps/Division commander.

(15.3.5) ADDITION: Note [a] for the CSA. Altho McLaws is off-map, Longstreet may use his (1) Division Activation Rating to give ME to either or both Semmes and/or Kershaw, if they are in Range. (Use the McLaws LIM.) McLaws may not be used as a DRM when the brigadiers DR for ME. The [b] note, which was left out, served only to inform the players that the 1st Richmond battery was elsewhere. CLARIFICATION: A regiment from the 2/1/III may start in 2124 (with the 4NY battery).

(15.3.6.) CHANGE: The Union 'a' reinforcement -- 3/1/V, etc. -- enters the turn after the first shots are fired, or 1640, whichever comes first. Arty commanders set-up/enter as follows: Randolph (III) 1525 Martin (V) Enters with ''b'

TERRAIN NOTES for the MAPS [from Rick Barber}:Let me try to clear up a few areas which I can see might be open to misinterpretation -

GENERAL INTERPRETATION -- the contour level or terrain type of any given hex is always that which occupies the center-point/majority of the hex's area. NO EXCEPTIONS! i.e., a tree or two sticking over the line does not a forest make!

CONTOUR LEVEL GLITCHES -- Hexes A6226, A6326 & A6729 are, indeed, the higher level terrain as indicated by the contour lines.

SLOPES -- The elevation change from level 5 to 6 on the west side of Oak Hill Ridge (B2034 to B1133) should be minor slope. [see the piece of Oak Ridge on the east edge of Map A for this ]. (RHB: when in doubt about whether it's major or minor, if it's one elevation level change, it's minor; if 2, it';s major. This is not unviersally true, but it'll work in a pinch.)

INDIVIDUAL BUILDINGS/FARMS -- In general these should still be pretty clear, but you may still have to make a couple of judgement calls. I'd say any hex containing at least 1 full building is a building. Farms are the hexes that contain most of more than 1 building. (RHB: This is my fault, not Rick's … I forgot to tell him about this.)

WATER -- The solid blue outlining and stippling didn't turn out as dark as expected so here's a couple of clarifications:

  • Marsh Creek -- is a Stream (minor) north of A3333, and a Creek (major) everywhere south of Pfoutz's Mill (3633) except of the east_side of the islands at Shriver's Farm (A4430).
  • Rock Creek -- is a Stream (minor) for its entire length on the map, except for the stretch between B5608 and B6605 (See the game's Cartographer's Notes).
  • Fords -- Anyplace an unbridged Pike, Road, or Trail crosses a Stream or Creek is a ford. A Road crossing a Run (Brook) simply negates the already insignificant effect of such a small trickle of water.

THOSE INFAMOUS WHITE TREES! -- along the trail over Spangler's Knob to the Z.Taney farm (Map B) and on Map A, at the Teller and Pfoutz farms (A2625/3027) the Pitzer farm (A6711/6712) and those 4 hexes along Willoughby's Run. I made some corrections to the plates and all, but one -- the dropout for the background -- with the result see here.

  • Hexes A6415 & C3825 -- these trees doexist, just missed being filled in.
  • Hexes B5801 & 6001 are level 3 terrain.

MAP TRIMMING -- Trim off the half hexes on the eastedge of Map A, so it overlaps Map B. Map C should be trimmed off just south of the sawtooth edge on the northernmost (1000) hex row. You will also want to trim back the gray border on hexes C1001 and 1053 so as to have continuity when overlapping Maps A & B. (RHB: I think its better to trim B, not A, but wadda I know.)


  • the southwest and SE hexsides of B6917 should be minor slope.
  • hex B7009 should be woods, as shown on C1004. Actually, hex B7008/CC1003 should be clear terrain.
  • hexside C1001/1002 should be steep slope.