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Starting position from Confederate point of view
Rolled an exchange. 4 and a 19 lost.
Units from both versions of the game. Decision games on top.
The counters of the Leaders to be used with the vatiant presented in Strategy & Tactics 98
Union forced to make a 1-2 attack and rolls a 2. Saved

Cemetery Hill: The Battle of Gettysburg, 1-3 July, 1863 (1975)

Players
2
Best: 2
Playing time
120–120 min
Age
12+
5.71
Average rating
74
Ratings
2.25/5
Weight
#25448
BGG rank
Outside top 5,000
Designer:Edward Curran, Irad B. Hardy
Artist:Redmond Aksel Simonsen
Publisher:Tactical Studies Rules (TSR) +2 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 4.5, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity4.5
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameAmerican Civil WarPost-NapoleonicHexagon GridDice Rolling

Overview

"Cemetery Hill is a wargame 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 1 July to 4 July, 1863, when these two armies fought the bloodiest battle in American history to that point. The game system is an adaption fo the popular Napoleon at Waterloo system. Various special and optional rules allow the Players to recreate a picture of an historical event." (from the rules folder.}

Cemetery Hill is one of four games included in the Blue & Gray Quadrigame set. The game includes a 17" x 22" three-color map, 100 counters and an Exclusive rules folder. A Standard rules folder, containing rules common to all four games included in the Quadrigame, is also included.

Scale is 400 meters/hex. 1-2 hours per Game Turn. Game mechanics are a simple movement-combat system with rigid zones of control. Sequential Player Turns, retreat and advance after combat are common to these games and surrounding to cut off retreat is a major strategy.

A new concept, "Attack Effectiveness" is introduced in this set of games. Essentially, attacking units that receive an "Attacker Retreat" result in combat are rendered "ineffective" (may not make further attacks, but still defend normally) for the rest of the day. This restriction is removed once a Night turn occurs. This makes "what the heck" type attacks very risky as one's army can be rendered quickly "ineffective" through a series of low-odd attacks.

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