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The Three Days of Gettysburg (Second Edition)
The Three Days of Gettysburg (Second Edition)
by GMT Games (2000)
Player Count
2

Player Ages
12+

Playing Time
6 hours
Categories
  • Wargame
  • American Civil War
  • Designers
  • Richard H. Berg
  • Mechanisms
  • Hex-and-Counter
  • Chit-Pull System
  • Simulation
  • Dice Rolling
  • Artists
  • Rodger B. MacGowan
  • Joe Youst
  • Family
  • Great Battles of the American Civil War
  • States: Pennsylvania
  • Player Count: Two Player Only Games
  • Rating: 7.2/10 from 63 users

    Description

    The Three DoG Update kit includes this scenario book, the GBACW v4.3 Rules Book, all new and necessary counters (1 1/2 countersheets), three new maps and all charts and tables.

    Second edition maps entirely replaced first edition maps. Drawn by Joe Youst.
    New counters are markers only, mostly Command.

    Charts:
    *Turn Track/Activation Markers boxes
    *Charts & tables (4 pages)
    *Orders chart-Stacking charts-Non phasing eligibility/Explanation of Random events (2 pages)
    *Union Reinforcement list (2 pages)
    *Confederate Reinforcement list (2 pages)
    *Union Holding box
    *Confederate Holding box

    (from Scenario book and user's description)


    Set in the three most important days of the battle for Gettysburg, this huge game is extremely detailed. As well as the normal terrain features you'd expect (clear, woods, hills, rivers, roads), the map features different kinds of roads, varying elevations, differing slopes on the hex edges, and differing levels of human habitation (buildings that might get in the way).

    There are several different kinds of units - not just infantry, cavalry, and artillery, but different types of them. About 8 different kinds of artillery and infantry, with varying levels of performance. Units have a morale rating, which determines how much fire they can face before likely becoming demoralized, and some units are green. Units have varying amounts of troops in them, and the scale is small enough that some units can be deployed to take up 2 hexes when marching or in line formation. (One unit is big enough to take up THREE hexes when fully deployed!)

    The level of detail is at first staggering, but once you've invested the time to learn the rules, the game flows by very rapidly. However, this is NOT a quick game! This is something you devote a weekend or two to, and a big table.

    (user's description)

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