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Cemetery Hill

High Watermark of Rebellion,
July 1-3, 1863

Exclusive Rules

Contents

[14.0] Introduction

Cemetery Hill is a simulation, on an operational level, of the battle between the Army of the Potomac and the Army of Northern Virginia at the town of Gettysburg, PA. The game covers the period from July 1 to July 3, 1863, when these two armies fought the bloodiest battle in American history to that point.

[14.1]

The game lasts 15 turns. The Union player is the first player. There is no Union player-turn on turn one.

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[14.2] Set Up

Players set up their units in the hexes noted on the map.

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[14.3] Reinforcements

During his movement phase, the phasing player may place any of his units due to enter play as reinforcements at the location noted.

[14.31]

Reinforcements may not enter the map in a hex occupied by an enemy unit, but may enter the map in an enemy ZOC (note that this will affect their ability to move).

[14.32]

Each reinforcement expends one MP to enter the map.

[14.33]

If a reinforcement entry hex is occupied by an enemy unit or its ZOC and is not entered into play the unit(s) will be rescheduled to enter one turn later at the next unblocked map-edge road hex to the south or east for the Union or to the north or west for the Confederates.

Entering reinforcements is optional after game turn one.

[14.34]

Reinforcement Schedules.

Union
Turn Two at 0127:
Turn Three at 1127:
Turn Four at 2112:
Turn Four at 1127:
Turn Five at 2112:
Turn Five at 1127:
Turn Six at 2112:
Turn Six at 2120:
Turn Ten at 0127:
Confederate
Turn Two at 0104:
Turn Three at 0104:
Turn Six at 1101:
Turn Nine at 0104:
Turn Nine at 2101:

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[14.4] Exiting the Map

Cavalry units may exit the map from any hex on the east or south edges at a cost of one MP. A unit which leaves the map may not return, and is not counted as destroyed for victory purposes. Units may not retreat (8.5) off the map.

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[14.5] Victory

The level of victory is determined by the ratio of Union VPs to Confederate VPs.

2:1 or greater Union Decisive
3:2 but less than 2:1 Union Substantive
Greater than 1:1 but less than 3:2 Union Marginal
1:1 or less, greater than 2:3 Confederate Marginal
2:3 or less, but greater than 1:2 Confederate Substantive
1:2 or less Confederate Decisive

[14.51]

The Confederate player receives two VPs for each Union SP eliminated and one VP for each Union SP which at the end of the game cannot trace a line of hexes free of enemy units or ZOCs (unless the hex is occupied by a friendly unit) to a road which leads off the east edge of the map.

[14.52]

The Union player receives three VPs for each Confederate SP eliminated and one VP for each Confederate SP which at the end of the game cannot trace a line of hexes free of enemy units or ZOCs (unless the hex is occupied by a friendly unit) to a road which leads off the west edge of the map.

[14.53]

At the end of each Union player-turn, each player determines the cumulative total of his cavalry units (not SPs) which have exited the map up to that point in the game. Each turn, the Confederate player is awarded five VPs for each exited Confederate cavalry unit in excess of the total of exited Union cavalry units. For example, if the Confederate player exit three cavalry units on turn 12 and the Union two on turn 13, the Confederate player would be awarded five VPs. If no more cavalry units exit the map, the Confederate player would continue to receive five VPs per turn until the end of the game.

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[14.6] Note

The creek is treated as if there are ford hexsides along its whole length.

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